Search found 23 matches

by Redlemon
Mon Oct 26, 2015 3:53 pm
Forum: Not a bug
Topic: Gsync limits fps
Replies: 9
Views: 12485

Re: Gsync limits fps

What if you just turn G-sync off? Factorio doesn't support G sync currently. Yes it works like a charm if i disable it. well, i can't go to 120fps nor 144 but 60 is fine. I don't know if you go higher than 60. i was just wondering if you where thinking about supporting it in the futur ? But i'm may...
by Redlemon
Fri Oct 23, 2015 7:04 pm
Forum: Not a bug
Topic: Gsync limits fps
Replies: 9
Views: 12485

Re: Gsync limits fps

Here we go. Same problem with fullscreen. My desktop refresh rate is at 144hz. 0.000 2015-10-23 21:01:51; Factorio 0.12.4 (Build 16397, win64) 0.000 Operating system: Windows 10 0.000 Program arguments: "C:\Users\Mat\Desktop\Factorio_0.12.4\bin\x64\Factorio.exe" 0.000 Read data path: C:/Us...
by Redlemon
Fri Oct 23, 2015 5:32 pm
Forum: Not a bug
Topic: Gsync limits fps
Replies: 9
Views: 12485

Re: Gsync limits fps

Yep, it's exactly the same with Vsync off.

Still 24Fps, auwful to play.
by Redlemon
Thu Oct 22, 2015 4:52 pm
Forum: Not a bug
Topic: Gsync limits fps
Replies: 9
Views: 12485

Gsync limits fps

It's all in the title.

I have a monster config and i can't go past 23fps.
the funny thing is that if i move the window to my second monitor, it's goes up to 60fps.

if i desactivate gsync, it goes back to 60fps capped too.

do you have any intention to fix it ?

THanks guys
by Redlemon
Thu Jan 22, 2015 2:48 pm
Forum: General discussion
Topic: Yet another Gui scale request
Replies: 0
Views: 1224

Yet another Gui scale request

I found several topics but with no solution. I just would love to see what's in logistic chest ^^ I'm sure everyone's came to this : http://i.imgur.com/Av2Xhfr.jpg Even in 2560*1440, i can't see them all. Is there a quick fix to maybe simply add a collumn ? I love to tweak the core file, let me know...
by Redlemon
Mon Jan 19, 2015 7:02 am
Forum: Ideas and Requests For Mods
Topic: [Request] Amount on alt
Replies: 3
Views: 2788

Re: [Request] Amount on alt

Ho yes... the technical feasibility ^^

The info panel on the right is fine, but a bit messy for now. And you can't really have a quick scope on all your chest...

Nevermind then :p
by Redlemon
Mon Jan 19, 2015 5:33 am
Forum: Ideas and Requests For Mods
Topic: [Request] Amount on alt
Replies: 3
Views: 2788

[Request] Amount on alt

Hello,

Very simple, i think it would be nice to see the amount of item on chest (if only one kind is inside).

Like this :

Image

Maybe only on logistics chest

What do you guys think ?

Have a great day !
by Redlemon
Mon Jan 19, 2015 5:23 am
Forum: General discussion
Topic: OCD Storage
Replies: 6
Views: 4609

Re: OCD Storage

Thanks a lot guys !

So there seems to be no ideal solution but i will try both.

I like the gandalf way but i have no idea of the kind of mess it can generate ;)

I may go for the unlimited storage chest :p
by Redlemon
Sun Jan 18, 2015 7:39 pm
Forum: General discussion
Topic: OCD Storage
Replies: 6
Views: 4609

OCD Storage

Hello there.

I wonder if there is a way to have only one ressources per logistic crate.
(and still have them available for the network)

How can i ask my robot to store my goods very neatly ? ^^

Yellow crate (long term storage) are a real mess.

Have you guys done it ?
Please let me know :)
by Redlemon
Thu Jan 15, 2015 10:24 pm
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 77701

Re: [MOD 0.11.x] Fluid Barrel (1.0.0)

Redlemon wrote:MP, Dytech and 11.10 friendly ? ^^

Thanks a lot

By the way, it's awesome. thanks a lot for the dev.
For me it does work like a charm, 30 hours doing barrels all day. not a single glitch. MP + dytech on 11.10

Thanks again for this awesome mod.
by Redlemon
Thu Jan 15, 2015 9:52 pm
Forum: General discussion
Topic: Finding the perfect map
Replies: 10
Views: 4301

Re: Finding the perfect map

Ho.. my...g..

There is a map editor ?

I'm 500 hours into the game and never saw it...
by Redlemon
Thu Jan 15, 2015 6:06 pm
Forum: General discussion
Topic: Finding the perfect map
Replies: 10
Views: 4301

Re: Finding the perfect map

Holly molly, thanks a lot everyone ;)

I will try this for sure.

Have a great week end
by Redlemon
Thu Jan 15, 2015 5:18 pm
Forum: General discussion
Topic: Finding the perfect map
Replies: 10
Views: 4301

Finding the perfect map

Hello there, I love to play very hardcore games and the map is so random that it sometime kill the survival possibilities. Anyway, i'm just looking for a way to discover the map at start. By cheating or no matter what, it's just to get the map seed. is there anyway to remove bigger fog around the pl...
by Redlemon
Mon Jan 12, 2015 1:19 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339834

Re: [0.11.x][v0.1.5] Bob's Logistics mod

I've had the same underground belt probleme since 11.5

Only purple ones. Any materials. Sometimes it works, sometimes not, haven't tested further (stop using it :( )
by Redlemon
Sat Jan 10, 2015 3:59 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339834

Re: [0.11.x][v0.1.4] Bob's Logistics mod

Oups, my bad, it works fine on a fresh factorio zip.

The error come when i add DyTech metallurgy.

Dytech metallurgy alone works, Bob's logistic alone works too.

But together, i have the error (identical to the screen i sent)
by Redlemon
Sat Jan 10, 2015 10:43 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339834

Re: [0.11.x][v0.1.4] Bob's Logistics mod

That's strange, All my mods goes smooth with 11.10. i have 6 dytech, and 6 smalls one. ( RSO, fluid barrel, air filtering and co) Anyway, when a left only boblogistics (in my mod folder). I get a random pipe "was not recognized". it's really a different pipe each time :p When i add bobplat...
by Redlemon
Fri Jan 09, 2015 10:39 pm
Forum: Mods
Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
Replies: 42
Views: 77701

Re: [MOD 0.11.x] Fluid Barrel (1.0.0)

MP, Dytech and 11.10 friendly ? ^^

Thanks a lot

By the way, it's awesome. thanks a lot for the dev.
by Redlemon
Fri Jan 09, 2015 9:45 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339834

Re: [0.11.x][v0.1.4] Bob's Logistics mod

Nope :) Sorry ^^

0.11.10 : assignID "brass pipe to ground" was not recognized...

Keep the faith ;)
by Redlemon
Wed Jan 07, 2015 6:44 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339834

Re: [0.11.x][v0.1.2] Bob's Logistics mod

TiTaN_3000 wrote:With boblogistics_0.1.2 i get this error:

"Error in assignID, "steel-pipe" was not recognized id of recipe."
That's exactly what i was telling you.

LOgistics as a dependence to plates... to get this recipe and others...
by Redlemon
Tue Jan 06, 2015 10:58 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339834

Re: [0.11.x][v0.1.1] Bob's Logistics mod

Hello !

Logistics grew a dependencie for Bob's plate and it's a bit annoying.

It's asking for pipes recipes when you don't have plates installed.

Any way to fix it ?

Thanks a lot bob !

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