DeathMers, you implied that it was easy to fix, but you don't seem to know how optimized this game already is.
And just saying that a new version should be less resource intensive means you don't know anything about programming because developers can't make magic happen.
Search found 19 matches
- Fri Dec 30, 2016 11:18 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 275879
- Tue Nov 15, 2016 8:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 45088
Re: [MOD 0.12.x] Logistic Combinators
@Peter34
In version 14.x you can connect the robot port itself to the circuit network specifying what should be outputted (number of robots or content of the network iirc)
In version 14.x you can connect the robot port itself to the circuit network specifying what should be outputted (number of robots or content of the network iirc)
- Sun Nov 06, 2016 3:51 pm
- Forum: Show your Creations
- Topic: CELLS - grid modules Prototype
- Replies: 27
- Views: 15507
Re: CELLS - grid modules Prototype
Could you upload a save maybe?
It looks good but its very hard to understand
It looks good but its very hard to understand
- Thu Aug 18, 2016 5:26 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 99144
Re: Circuit network features for 0.14
"Items needed for construction"
Great now we only need some way to automatically place down blueprints and we can have a Von Neumann factory \o/
(ik that there is a mod but it has gotten a bit messy)
Great now we only need some way to automatically place down blueprints and we can have a Von Neumann factory \o/
(ik that there is a mod but it has gotten a bit messy)
- Sat Jul 09, 2016 5:01 pm
- Forum: Combinator Creations
- Topic: Neural Networks in factorio
- Replies: 4
- Views: 5415
Neural Networks in factorio
(Note: You should read some of this first: https://en.wikipedia.org/wiki/Feedforward_neural_network ) So I've recently been interested in neural networks and i came up with a very basic implementation of them in factorio. I'm only clamping the values because using sigmoid would require exponential c...
- Sat May 28, 2016 12:02 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 67621
Re: Friday Facts #140 - Soon
Not sure if this is a misunderstanding, i mean the items that are missing for a placed down blueprintbrunzenstein wrote:Requester / provider chests just do that...RepairMan wrote:So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
- Sat May 28, 2016 10:14 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 67621
Re: Friday Facts #140 - Soon
So is there a way to get the needed items in the logistic network?
Because that would allow for in-time crafting of missing building materials
Because that would allow for in-time crafting of missing building materials
- Sun Mar 20, 2016 11:09 am
- Forum: Implemented Suggestions
- Topic: Allow mods to register "slash" commands or global functions
- Replies: 6
- Views: 3635
Re: Allow mods to register "slash" commands or global functions
I definitly like the suggestion,
in my opinion there should be multiple additions to the chat system in general.
That might involve adding a chat events, a command event and a way to register commands
in my opinion there should be multiple additions to the chat system in general.
That might involve adding a chat events, a command event and a way to register commands
- Tue Mar 15, 2016 7:41 am
- Forum: Pending
- Topic: [kovarex] inconsistent behavior of "fire gun" key
- Replies: 10
- Views: 5889
Re: inconsistent behavior of "fire gun" key
Welcome to the forums! There might be 3 reasons for your guns not to fire, You are not in range, try traping a biter and shoot it You are reloading, you can see a yellow overlay "timer" appear on your weapon in the lower right Smoother reason related to the "C" key, try firing wi...
- Wed Jan 13, 2016 5:00 pm
- Forum: Show your Creations
- Topic: 8 lane T junction
- Replies: 24
- Views: 43631
Re: 8 lane T junction
Chain Signals might help?
- Fri Nov 13, 2015 12:58 pm
- Forum: News
- Topic: Friday Facts #110 - Tech art finished
- Replies: 52
- Views: 42614
Re: Friday Facts #110 - Tech art finished
I just updated to 1.17 (though I saw the tech icons before) and my opinion on this is, that the improved tech icons are a waste of resources. Sorry, I know, that you dont want to hear this as the new icons were made in good intentions to improve the game, but in my opinion they are unnessassary and...
- Mon Nov 09, 2015 12:14 pm
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29248
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
Nevermind, figured it out
- Sun Nov 08, 2015 11:03 am
- Forum: Mods
- Topic: [MOD 0.12.10] Blueprint Deployer 1.0.0
- Replies: 25
- Views: 29248
Re: [MOD 0.12.10] Blueprint Deployer 1.0.0
Good Job, gonna try it out now.
Dont wanna be the bad guy, but don't you need to include the original license in the mod?
Dont wanna be the bad guy, but don't you need to include the original license in the mod?
- Fri Oct 23, 2015 4:19 pm
- Forum: Multiplayer
- Topic: [Public|EU] OFFLINE Dedicated Server with Crash Detection
- Replies: 311
- Views: 125108
Re: [Public] Dedicated MP Server with Crash Detection
Thats an awsome Server,
i can't really connect to the server at the moment as i will end up in a desync loop
i can't really connect to the server at the moment as i will end up in a desync loop
- Tue Oct 06, 2015 11:24 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 21780
Re: Automated Blueprint Deployer - Proof of Concept w/ video
My dear sir, you deserve a cookie. A very large and delicious cookie. https://s-media-cache-ak0.pinimg.com/236x/75/ce/ef/75ceefd9c9fd359ed3fe51bb6f70d04a.jpg That looks like a nice delicious cookie :D Btw with Network cables fixed, lets try to build a self replicating factory controlled by combinat...
- Sun Oct 04, 2015 7:39 pm
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 21780
Re: Automated Blueprint Deployer - Proof of Concept w/ video
So I love this mod and the idea behind it. I found some very annoying bugs so i went and fixed them, heres a changelog and the new mod file This not the official mod -> look at the license Now with support for Tiles, 0.12.11 and less crashes! The Latest version of the mod: autofab_0.1.3.zip 1. Delet...
- Sun Oct 04, 2015 4:38 pm
- Forum: Not a bug
- Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
- Replies: 6
- Views: 9680
Re: [0.12.10] Circuit network get_blueprint_entities and create_entity
Sorry for the trouble,
@gheift Could you help me with that?
@gheift Could you help me with that?
- Sun Oct 04, 2015 2:49 pm
- Forum: Not a bug
- Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
- Replies: 6
- Views: 9680
Re: [0.12.10] Circuit network get_blueprint_entities and create_entity
It's an example, if you want just connect a constant combinator and a lamp or something else, the result shall be the same.Zeblote wrote:It doesn't even make sense to connect them like this, does it?
- Sun Oct 04, 2015 2:36 pm
- Forum: Not a bug
- Topic: [0.12.10] Circuit network get_blueprint_entities and create_entity
- Replies: 6
- Views: 9680
[0.12.10] Circuit network get_blueprint_entities and create_entity
Steps to reproduce: 1. Connect 2 constant combinators like in the image below http://i.imgur.com/m885Khm.png?1 2. Place a blueprint of them in the first slot of your quicker 3. Execute the follow code in the console. It's gonna place the entity of the blueprint using the create_entity methode /c loc...