Search found 156 matches
- Thu Jan 02, 2025 3:29 pm
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 4897
Re: [2.0.21] Foundry at high speeds is fluid output bound
The foundry output buffer is 1000 and the recipe adds 500 each time. Then even with a totally empty output pipe, the molten iron empties at 100 per tick reduced by the fullness factor of the output buffer . This is slow enough that eventually the buffer is over 500 when a craft completes, stalling ...
- Fri Nov 01, 2024 11:05 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)
- Replies: 28
- Views: 4402
Re: [StrangePan][2.0.7] Crash when I try to manually save (macOS 10.16) (TrioWriteDouble)
Crash under MacOS 14.1.2 with Factorio 2.0.13. No mods used. I've just returned from vacation and have just upgraded to SpaceAge and started to play. No save as I didn't play long enough to generate an autosave :cry: I'm upgrading to Sequoia so hopefully that will fix the issue, but I include the ...
- Fri Jul 26, 2024 11:11 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 31357
Re: Friday Facts #421 - Optimizations 2.0
With regard to the lighting array working on a space platform, I'd like to suggest a (not cheap) tiling option for all surfaces that would power things placed on it that draw no more than a lamp. It would have to either have a power source also placed on it contiguous with the tiles the entities ...
- Mon Jul 08, 2024 2:42 am
- Forum: Gameplay Help
- Topic: How do I effectively feed all machines?
- Replies: 6
- Views: 1307
Re: How do I effectively feed all machines?
MaxRateCalculator is quite old. I would suggest RateCalculator, which is more modern and better supported. https://mods.factorio.com/mod/RateCalculator
- Mon May 13, 2024 2:14 am
- Forum: Ideas and Suggestions
- Topic: Tile building Area MIN/MAX keybind
- Replies: 5
- Views: 928
Re: Tile building Area MIN/MAX keybind
Many people use shift or ctrl with the mouse wheel to quickly change tile building area.
- Mon May 13, 2024 2:12 am
- Forum: Ideas and Suggestions
- Topic: Global stats or universe to see other players
- Replies: 5
- Views: 1330
Re: Global stats or universe to see other players
Most people play with mods, which is why the steam achievements stats are so borked.jackthesmack wrote: Sun May 12, 2024 1:34 pm Just like achievements, mods could disable it. Or mods could have their own seperate category
- Mon May 06, 2024 3:46 pm
- Forum: Ideas and Suggestions
- Topic: A convenient turn
- Replies: 10
- Views: 1845
Re: A convenient turn
Not only that, those expensive mice are configurable so you can set the buttons to whatever you like (R, shift-R), on a per-app basis.
- Mon May 06, 2024 1:28 am
- Forum: Ideas and Suggestions
- Topic: New Research - Drone Charging Speed
- Replies: 22
- Views: 4847
Re: New Research - Drone Charging Speed
You can mine bots out of the air (right click them). Then they are taken into inventory and recharged instantly.
- Mon Apr 29, 2024 1:26 am
- Forum: Ideas and Suggestions
- Topic: Recursive use of Blueprint
- Replies: 20
- Views: 11925
Re: Recursive use of Blueprint
Oh, god, yes, please, please, please ascend Recursive Blueprints to vanilla.
- Wed Apr 17, 2024 10:37 am
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 22
- Views: 3906
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
Oops, well my face is red. That explains some things, I've been thinking all along that non-stack inserters max out at 4.Loewchen wrote: Tue Apr 16, 2024 7:12 pm
Only bonus #2 and #7 apply to non stack inserters, maxing them out at 3.
- Tue Apr 16, 2024 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 22
- Views: 3906
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
Erm, currently, the max "non-stack...er, non-bulk" inserter hand size is 4. The 3 is the bonus granted by the various levels of research, that is added to the base level of 1 hand size to get to four.
So, count this suggestion already implemented.
So, count this suggestion already implemented.
- Mon Mar 25, 2024 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 1964
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
The major issue is with modpacks, where the icons are often so similar to each other that trying to distinguish based on just the icon is hopeless.
It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this ...
It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this ...
- Sat Mar 23, 2024 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 1964
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
Unfortunately the "add the text" form of the icon only appears to work in chat. Can't get it to work anywhere else.
- Sat Mar 23, 2024 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 1964
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
Can I +1000 this? The text should be localized according to the player viewing it (for multiplayer).
I tried out the solution that mrvn posted, and at least for map tags, it doesn't work. I'll be trying it on train stops when I get a chance, and will report back.
I tried out the solution that mrvn posted, and at least for map tags, it doesn't work. I'll be trying it on train stops when I get a chance, and will report back.
- Sat Mar 16, 2024 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 1819
Re: Filter inserters should allow using the items signal count as stack size
NO, that's not what I want. The filters will be set by wire. The requested feature is just to have the filter inserter set it's stack size to the signal count of the item it's picking up.
If you have the filters set by wire, and send the same set of signals to all the inserters, all of the ...
- Sat Mar 16, 2024 6:55 am
- Forum: Gameplay Help
- Topic: How to avoid two trains to colide
- Replies: 3
- Views: 1029
Re: How to avoid two trains to colide
Signals divide rail into blocks. If you hold a signal in your characters hand, it will show with the continuous colored lines where the blocks are. A train in automatic mode will never enter a block occupied by another train. The signal you have placed has divided the track that I can see into two ...
- Wed Mar 13, 2024 2:34 am
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 1819
Re: Filter inserters should allow using the items signal count as stack size
That doesn't limit the number of items you load or remove excess, doesn't handle balancing items between cargo wagons, doesn't handle the requested number of items not being divisible by the number of wagons, doesn't handle loading items with many inserters when you need many items but just one ...
- Sun Mar 10, 2024 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 1819
Re: Filter inserters should allow using the items signal count as stack size
I agree that this should be a thing, but I disagree that the circuit logic is either complex or large (unless you consider 3 combinators large), nor does it require getting any timing right. You can use "anything, anything" on a decider combinator to pull out one signal from the "this is what the ...
- Mon Mar 04, 2024 2:39 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 6822
Re: Can trains ever crash into gates across tracks?
Interesting. The 'Wall D' stop on that screenshot is disabled by a circuit. Does that make a difference to pathing?
No, as far as I know, any stop imposes a path penalty of 1000. I've never observed a train taking a sidecut through a disabled stop, even though I have tons that would be ...
- Mon Mar 04, 2024 12:42 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 6822
Re: Can trains ever crash into gates across tracks?
I have observed trains using stop free paths as a loop to avoid having to stop or slow down for a train crossing in front of them, but never a path that has a stop on it.