Search found 1122 matches

by NotRexButCaesar
Fri Aug 27, 2021 2:09 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.38] Train fuel can be accessed from across the entire map
Replies: 4
Views: 4166

Re: [1.1.38] Train fuel can be accessed from across the entire map

Please post the log/save.

If you ever had a long reach mod installed, uninstalling it would not revert the reach; that is my guess as to what happened.
by NotRexButCaesar
Wed Aug 25, 2021 2:24 pm
Forum: Gameplay Help
Topic: Belt Counting - Puzzle
Replies: 3
Views: 1267

Re: Belt Counting - Puzzle

Question : How do I set up the combinators to tell me that nothing has travel on the belt? Background : I need to to 1 action if I have not produced any item and as soon as 1 or more items has been produced - do a separate action. I would read from the belt as a pulse to a decider combinator. Wire ...
by NotRexButCaesar
Tue Aug 24, 2021 10:42 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 75
Views: 29817

Re: Do not pause game when looking at research in single player

+1
Please just make it an interface option ‘pause when research screen open.’
by NotRexButCaesar
Thu Aug 19, 2021 3:10 am
Forum: Won't fix.
Topic: [1.1.37] Flickering Power Lines When Moving
Replies: 1
Views: 1050

Re: [1.1.37] Flickering Power Lines When Moving

This just looks like anti-aliasing to me.
by NotRexButCaesar
Wed Aug 18, 2021 10:27 pm
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 150733

Re: Digital Display, Yay!

Delicon wrote:
Wed Aug 18, 2021 6:15 pm
What is the new feature that allows divide by each?
The each signal is now allowed on the right side of combinators.
by NotRexButCaesar
Sat Aug 14, 2021 7:20 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
Replies: 8
Views: 4923

Re: [1.1.37] Undo of deconstruction in editor mode produces ghost.

And what do you expect? That it produces a fully built entity? I would expect it to produce a full entity, similar to how undoing construction completely removes the entities rather than adds a deconstruction order to them. That does change nothing about it being a duplicate, if you think the asses...
by NotRexButCaesar
Sat Aug 14, 2021 5:37 pm
Forum: Not a bug
Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
Replies: 4
Views: 2276

Re: [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor

this is a bug because those two poles are in range of each other (so a connection is possible) but they are not connected, not even via blueprinted poles. The connection being created & removed might be a minor issue, but if you look at the top of the blueprint when he is editing it you notice ...
by NotRexButCaesar
Sat Aug 14, 2021 5:27 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
Replies: 8
Views: 4923

[Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)

I am aware of https://forums.factorio.com/84210! Loewchen, please read before you move to duplicates. When removing an entity in the editor, the undo command yields a ghost. This was reported as a bug in 0.18.21, but Rseding decided not to fix it because "undo isn't officially supported in the...
by NotRexButCaesar
Wed Aug 04, 2021 3:09 pm
Forum: Technical Help
Topic: Restart same map on headless server
Replies: 1
Views: 768

Re: Restart same map on headless server

The way I would do it is: Join the server & save the game to my non-headless copy. Go to the main menu & copy the map exchange string from the “load game” menu. (top right before loading, next to delete, replay, & sync mods buttons.) Create a new save with the exchange string. Upload the...
by NotRexButCaesar
Tue Aug 03, 2021 8:17 pm
Forum: Modding help
Topic: Copy-paste entity settings for EEI
Replies: 9
Views: 2309

Re: Copy-paste entity settings for EEI

PFQNiet wrote:
Tue Aug 03, 2021 6:25 pm
But, as you mention, EEI doesn't support copy-paste.
DaveMcW wrote:
Tue Aug 03, 2021 5:08 pm
electric-energy-interface does support copy/paste.
Emphasis added
DaveMcW wants you to be more specific about what you did.
by NotRexButCaesar
Sun Aug 01, 2021 8:17 pm
Forum: Technical Help
Topic: Corrupt Saves
Replies: 2
Views: 1028

Re: Corrupt Saves

Looks like the same thing as https://forums.factorio.com/99139. There is not much that anyone can do other than one of the devs manually fixing it for you: The problem is, the tile it erred on, is not the place that is corrupted. It is just the first place the game has detected the value it read fro...
by NotRexButCaesar
Sun Aug 01, 2021 8:04 pm
Forum: Technical Help
Topic: Login problem.
Replies: 1
Views: 857

Re: Login problem.

You might have more luck emailing Factorio support than on the forums with account issues.

https://factorio.com/support/contact
by NotRexButCaesar
Sun Aug 01, 2021 7:43 pm
Forum: Outdated/Not implemented
Topic: Limit input quantity to a multiple of recipe
Replies: 5
Views: 1691

Re: Limit input quantity to a multiple of recipe

Because with some thinking you can build it yourself, the inserters can be programmed to count the items in hand and take only a maximum number of items. Moved to implemented. This suggestion was specifically not for inserter, but for manual placement: There might be an argument for inserter behavi...
by NotRexButCaesar
Thu Jul 29, 2021 12:45 am
Forum: Technical Help
Topic: game cant start getting an error message that i need help with
Replies: 2
Views: 926

Re: game cant start getting an error message that i need help with

It looks like you are missing some files: try downloading the .zip version from the website & copy-replacing the “core” file into your game directory.
by NotRexButCaesar
Sat Jul 24, 2021 7:14 pm
Forum: Ideas and Suggestions
Topic: Show vehicle color on map
Replies: 17
Views: 3703

Re: Coloured Outline for Spidertron on Map

+1

I see only positive outcomes for this change, & it does not sound especially difficult to implement.
by NotRexButCaesar
Fri Jul 23, 2021 10:45 pm
Forum: General discussion
Topic: What are the most impractical items in Factorio?
Replies: 92
Views: 34351

Re: What are the most impractical items in Factorio?

In the early game I use wooden chests since I got plenty of wood anyway and their size is sufficient. And in the middle and end game I just use steel chest everywhere because the resources to build them don’t matter and iron chests would just clock up yet another inventory slot. I am the other way ...
by NotRexButCaesar
Fri Jul 23, 2021 6:19 pm
Forum: Technical Help
Topic: Failure loading mod
Replies: 7
Views: 2100

Re: Failure loading mod

I have just updated the game and my installed mods, and after that one mod doesn’t work. Can you guys help me? I don’t want to loose my save game I would suggest that you either look for a new update to the mod, or download the zip installation of the last version it worked on. Old versions can be ...

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