Search found 714 matches
Re: page name
You can find all the official translations in 2 text files the Factorio game directory. For the Steam version of the game in the default install location it is (for Dutch): "C:\Program Files (x86)\Steam\steamapps\common\Factorio\data\base\locale\nl\base.cfg" "C:\Program Files (x86)\St...
- Sun Feb 20, 2022 3:43 pm
- Forum: Technical Help
- Topic: Image errors
- Replies: 2
- Views: 949
Re: Image errors
You mean the curved faintly colored lines? This is called a Moiré pattern, an interference effect. It might be the native resolution of your monitor is different to the resolution you run Factorio. For example, if your new monitor has a native resolution of 1920x1080, and your previous monitor was 1...
- Sun Feb 13, 2022 11:38 pm
- Forum: Technical Help
- Topic: Stuttering, which mod zu blame?
- Replies: 3
- Views: 1351
Re: Stuttering, which mod zu blame?
Instead of re-enabling mods one by one, re-enable half of all your mods. If the stuttering doesn't reappear, it's in the other half of your mods. Repeat and search for the mod in the half you identified as producing the lags. This way you halve the amount of mods in every step until you're left with...
- Sat Feb 12, 2022 9:16 pm
- Forum: Gameplay Help
- Topic: More Expressive Combinators
- Replies: 9
- Views: 2502
Re: More Expressive Combinators
To really simplify large combinator creations (emphasis on large ) , you probably need some kind of a programmable combinator. A combinator that is able to execute some kind of simple script, each script line representing one of the basic operations, so it is able to replace one physical combinator ...
- Sat Feb 12, 2022 4:27 pm
- Forum: Gameplay Help
- Topic: How to make oil/uranium processing facilities
- Replies: 3
- Views: 2417
Re: How to make oil/uranium processing facilities
The way to oil is this: Locate oil wells on the map. They appear as a cluster of 4-10 purple dots on the map. If you don't see any, explore more of the map. If you get near, the oil wells are black puddles on the ground. Put one pump jack over each oil well and connect their outputs to pipes. Pipes ...
- Fri Feb 11, 2022 11:08 pm
- Forum: Gameplay Help
- Topic: More Expressive Combinators
- Replies: 9
- Views: 2502
Re: More Expressive Combinators
I'm sure lots of circuit experts will jump on the thread to explain to me how I'm a idiot and I must be doing it wrong. Definitely not. The game can be improved in this area. My workaround to the first problem you mention is a save with the sandbox mode. I design all my blueprints (even casual ones...
- Fri Feb 11, 2022 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 10276
Re: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
But it’s a tiny one. And this may be the case where the “solution” might cause more issues than keeping it as is. Well, I think the problem is, that the normal player sees it as obvious bug: “why isn’t the train moving? It’s ready it could start now!” This is a frustrating moment. But where should ...
- Wed Feb 09, 2022 4:42 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 131375
Re: Friday Facts #367 - Expansion news
I believe enemies are a core part of the game. In a world with infinite time and space they at least induce some degree of cost for both. Yes, I played with and without enemies, and if enemies are missing, there is actually something missing in general. Some kind of purpose is missing. And all the ...
- Wed Feb 09, 2022 4:28 pm
- Forum: Gameplay Help
- Topic: fuel per unit for trains
- Replies: 8
- Views: 2209
Re: fuel per unit for trains
Garbage collector train - sounds interesting. Have to think about this. Currently, I have 2 fundamental different station designs: one concept is an loading/unloading station for bulk moving resources, the other concept is a supply station that requests/provides certain items. However, fuel is not p...
- Mon Feb 07, 2022 6:11 pm
- Forum: Gameplay Help
- Topic: Resolved [1.1.53] Cannot connect systems with different fluids, when fluids are same
- Replies: 6
- Views: 4374
Re: Resolved [1.1.53] Cannot connect systems with different fluids, when fluids are same
This message can also pop up if you add a pipe (intended for one fluid) directly next to an existing pipe that is connected to a fluid system for a different fluid. You assume both will not connect, but actually the game tries to connect each pipe that is next to other pipes with each other. See thi...
- Sun Feb 06, 2022 7:07 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 131375
Re: Friday Facts #367 - Expansion news
But no preorder for me. Preorder is from the ancient days where physical Diskettes/CDs/DVDs were shipped, so you got your CD reserved and shipped at release day to get it at the earliest possible time. Today, at general availability day, you go to the shop website, do the purchase, download, and pl...
- Sat Feb 05, 2022 3:59 pm
- Forum: Gameplay Help
- Topic: fuel per unit for trains
- Replies: 8
- Views: 2209
Re: fuel per unit for trains
As long as there is no means of skipping a station in a schedule, it is somewhat pointless to read the fuel state of a locomotive. If there was a possibility to skip a station, one can insert a refueling station to the schedule that is skipped as long as the locomotive has enough fuel. Since there i...
- Sat Feb 05, 2022 2:15 am
- Forum: Gameplay Help
- Topic: Filter inserter set filter combined with set hand size
- Replies: 4
- Views: 1361
Re: Filter inserter set filter combined with set hand size
You cannot have this with the filter inserter, but you can have it with the stack filter inserter. The hand size can have only one value. If you set the hand size, it is set globally for every item the hand may hold. The filter inserter picks arbitrary items from a container as long as it is in the ...
- Tue Feb 01, 2022 12:03 pm
- Forum: Gameplay Help
- Topic: Destination station full behavior
- Replies: 20
- Views: 6077
Re: Destination station full behavior
The crucial difference between deactivating stations and train limit is that if a station is deactivated, trains that have this station as destination are immediately repathed and never arrive at that station, while if a train limit is lowered, already pathed trains are still going to that station. ...
- Mon Jan 31, 2022 4:32 pm
- Forum: Gameplay Help
- Topic: Destination station full behavior
- Replies: 20
- Views: 6077
Re: Destination station full behavior
I'm not sure why you think being evenly divisible matters. Did I misunderstand something? "floor(free station capacity / train capacity)" means train limit changes from 0 to 1 when there is just space for a full train-load, from 1 to 2 when there is just space for two, etc. With good supp...
- Mon Jan 31, 2022 12:58 am
- Forum: Gameplay Help
- Topic: Destination station full behavior
- Replies: 20
- Views: 6077
Re: Destination station full behavior
Just a few days ago, I researched (and tested) the train and station behavior thoroughly to prepare for building a larger base. I can confirm that there are two different behaviors between disabling a station and setting a station limit. If there is a station with a train limit above 0, and trains a...
- Wed Jan 26, 2022 2:58 am
- Forum: Gameplay Help
- Topic: Please help me put signals at my rail
- Replies: 5
- Views: 1578
Re: Please help me put signals at my rail
Your most apparent issue is probably that every train on every lane will stop in front of the signals, if one train is entering the section between the signals, even if that train (or the other trains) isn't actually going into the station and isn't crossing some other train. This is because the sec...
- Sat Jan 22, 2022 9:31 pm
- Forum: Gameplay Help
- Topic: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
- Replies: 11
- Views: 3634
Re: Combinator Help - Even Distribution of Trains and Priority Levels on Stations
I would like to mention a different approach. If you focus on even or prioritized delivery to unloading stations, you might focus on the wrong thing (putting precious time into the wrong thing). You're trying to manage item starvation and try to let everything starve at the same rate. Instead, focus...
- Fri Jan 21, 2022 2:50 pm
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 4090
Re: Testing new CDN providers for Factorio
Germany, 20 km from Frankfurt. 500 mbit/s cable internet. #1 Wube CDN % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 1400M 100 1400M 0 0 61.8M 0 0:00:22 0:00:22 --:--:-- 63.5M CDN77 % Total % Received % Xferd Average Speed Time Time Time Curre...
- Wed Jan 19, 2022 1:15 pm
- Forum: General discussion
- Topic: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
- Replies: 26
- Views: 8026
Re: Peak Factorio 17.79 and the hot mess of .18 and 1.0/1.1
It's interesting to see all the references to old game versions and old discussions mentioned. But from the perspective of the current state of the game, nothing of that is relevant. It's history. It's irrelevant if or how old blueprints can be used or not, or if some factory has to be "refacto...