Ah. That does appear to be the case. Annoyingly, every search attempt I made brought up old posts saying that blueprints *didn't* preserve wires. Glad to know that they do now.
Thanks. Looks like I've got to update the blueprint and then do a whole lot of deconstruct/reconstruct orders.
Search found 21 matches
- Fri Feb 16, 2024 12:43 am
- Forum: Gameplay Help
- Topic: [Solved] Nonsensical power connections when blueprint constructed
- Replies: 3
- Views: 345
- Fri Feb 16, 2024 12:17 am
- Forum: Gameplay Help
- Topic: [Solved] Nonsensical power connections when blueprint constructed
- Replies: 3
- Views: 345
[Solved] Nonsensical power connections when blueprint constructed
So I've got a pretty big base going, but have been having pretty much constant power issues. After dozens of hours of this, I finally noticed that the electrical connections in my solar blueprints are often just not connecting for no apparent reason. I've got a substation next to a big electric pole...
- Sat Jan 20, 2024 2:34 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 21817
Re: Friday Facts #394 - Assembler flipping and circuit control
Assembling machine circuit control applyed on centrifuge removes challenge of designing efficient enrichment process. I am not sure it is correct approach. And? Blueprints and construction robots remove the "challenge" of hand-building everything in the factory. If someone is able to setu...
- Thu Jun 17, 2021 2:35 am
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
Re: [MOD 0.15 - 1.1] DayPhaseAdjuster
Bumped the mod version number so it gets recognized by 1.1.
Sorry for the delay, everyone. I'd forgotten that 1.1 released, and didn't think to check until just now when I got another hankerin' to play the game again.
Sorry for the delay, everyone. I'd forgotten that 1.1 released, and didn't think to check until just now when I got another hankerin' to play the game again.
- Fri Feb 21, 2020 4:58 am
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
Re: [MOD 0.15+] DayPhaseAdjuster
Fair point. I generally don't play the experimental versions, but for a simple mod like this it does make some sense to do a quick test and update so it's listed as compatible ahead of time, instead of just waiting 'till it's in stable and forgetting about it instead. I've added one marked with 0.18...
- Fri Feb 21, 2020 4:36 am
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
Re: [MOD 0.17.x] DayPhaseAdjuster
I've updated the mod in the mod portal. As per usual, no code changes were needed, just updating info.json. Since there appears to still be no way to mark the mod as compatible with multiple Factorio versions, I've taken to making the "patch" part of the version number follow the main Fact...
- Mon Jul 02, 2018 3:31 am
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
Re: [MOD 0.16.x] DayPhaseAdjuster
Just a quick note that I've uploaded a version of the mod where the info.json lists compatibility with Factorio 0.16. No actual code changes were made, as everything seemed to still be working fine in 0.16. I also uploaded an updated version of the TimeUnfreezer, which fixed a typo where I set a var...
- Mon May 22, 2017 11:59 pm
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
Re: [MOD 0.15.x] DayPhaseAdjuster
Oh my. I didn't realize that time stayed frozen across a save/load. Thank you very much for the info. I've updated the mod so it doesn't freeze time (since everything seems to work fine even if time isn't frozen), and I've added a time unfreezing mod to the main post to unfreeze the time for anyone ...
- Mon May 22, 2017 9:30 pm
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
Re: [MOD 0.15.x] DayPhaseAdjuster
Thanks for the info.
I'll leave the mod as-is though, since if a player really wants the mod enabled and also always day for some reason, then it's pretty easy for them to change the map settings to make this mod only use the daytime portion of the day for that save.
I'll leave the mod as-is though, since if a player really wants the mod enabled and also always day for some reason, then it's pretty easy for them to change the map settings to make this mod only use the daytime portion of the day for that save.
- Tue May 16, 2017 1:54 am
- Forum: Mods
- Topic: [MOD 0.15] Rocket Turret 0.0.8
- Replies: 20
- Views: 12628
Re: [MOD 0.15] Rocket Turret 0.0.4
I'm having the hardest time with graphic creation right now. I just can't get the sprite sheets right, they seem to glitch out pretty bad I think I may have figured out what the problem is. The size of the new sprite sheets doesn't seem to match up to the size of the old sprite sheets, or the sizes...
- Tue May 16, 2017 12:53 am
- Forum: Mods
- Topic: [MOD 0.15] Rocket Turret 0.0.8
- Replies: 20
- Views: 12628
Re: [MOD 0.15] Rocket Turret 0.0.4
Thank you so much for making this mod! :D I've been wanting a rocket turret for a long time, and it was always a bit weird whenever I'd go looking and find that they still didn't seem to exist yet. MK 1, 2, & 3 tiers for support of other mods (Not really support, but, to keep them in line with t...
- Sun May 14, 2017 8:55 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429146
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
At default settings it has 2k hp with 5/10% resistance. From what I recall %-ages go first then absolute values Whoops. I thought that "5/10%" meant "At the current evolution level, this has a resistance of 5% out of a possible 10%". Didn't realize it meant a percentage and also...
- Sat May 13, 2017 10:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429146
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
you've set the difficulty to a 5... Nope. I just double checked, and the difficulty setting in the mod options is still 1. Just like it was by default. I even disabled every mod except for NE-Enemies and generated a test world after double-checking that the difficulty was set to 1, and the red spaw...
- Sat May 13, 2017 9:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429146
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Just gave it a shot with a turret firing at the spawner instead of me, and there wasn't any significant change in damage. The spawner still had about 95% of its health left after about 100 magazines of ammo. That's probably because this is early game and I don't have any turret upgrades, because the...
- Sat May 13, 2017 3:59 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429146
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
NE-Enemies probably shouldn't buff spawner health by anywhere near as much as it does. I just started a game with a spawner within screenview of my base (picture attached below), and found out that even 100 entire magazines of ammo leave the spawner with still about 95% full health . For comparison,...
- Tue May 09, 2017 5:37 am
- Forum: Mods
- Topic: [MOD 0.15 - 1.1] DayPhaseAdjuster
- Replies: 10
- Views: 5194
[MOD 0.15 - 1.1] DayPhaseAdjuster
DayPhaseAdjuster Description: Allows you to adjust how long each phase of the day is (dawn, day, dusk, night). Lengths are in seconds. Setting any phase to 0 seconds will skip it. With the default settings, the only change it makes is to make night as long as day. Details: Name: DayPhaseAdjuster MO...
- Tue May 02, 2017 11:48 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 535549
Re: [MOD 0.14] AAI Programmable Vehicles
Is there a simple way to make haulers always grab a certain amount of fuel from the depot (so they can refuel miners when picking up ore), but also be able to drop any surplus off if they have it (such as after picking up a load of coal from the coal miner)? The only things I've been able to come up...
- Sun Mar 06, 2016 7:01 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 206132
Re: Friday Facts #128 - Back down to earth
You've just shown why they're a great idea - so we don't need to build that garbage in your last images. We already don't have to. That image was a setup designed to move items with chests and inserters faster than transport belts can move them. Loaders and unloaders wouldn't make belts move faster...
- Sun Mar 06, 2016 6:17 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 206132
Re: Friday Facts #128 - Back down to earth
Another vote not to have loaders/unloaders as depicted in the blog post. I like the general concept of being able to make inserters faster for belt operations, but maybe go with some sort of inserter with a large scoop that is slower but puts/takes multiple items onto/off a belt. Perhaps with upgra...
- Tue Sep 23, 2014 9:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12][slpwnd] Burner inserters grab fuel first
- Replies: 6
- Views: 5558
Re: [0.10.12] Burner insterters *always* try to grab fuel fi
Yeah, I already knew how to work around the issue. I just figured I'd post it so that the devs would know about it.DevilXD wrote:Try this: Put burner inserter that puts iron into assembler first, then insert one piece of coΕ into hmm and let him refuel themself...