Hello! As of now when I accelerate time x64 with the editor mode, autosave triggers 64 times more often too, which can become annoying.
Is it possible to autosave based on real time clock?
Search found 16 matches
- Sat Sep 30, 2023 11:10 am
- Forum: Duplicates
- Topic: Autosave interval based on realtime vs on game clock
- Replies: 1
- Views: 404
- Sat Sep 30, 2023 11:06 am
- Forum: Not a bug
- Topic: Color legend unclear on graphs
- Replies: 1
- Views: 444
Color legend unclear on graphs
Looking at the electricity production graph on the image attached, the purple turbine's graph is plotted with yellow. Yet it's share is too small for the bar below it to show that the yellow graph corresponds to the purple turbine. It's problematic when there are a few of such power sources. Can you...
- Mon Jun 28, 2021 5:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] "Enable non-blocking saving" is not working when restarting multiplayer game with "continue" button
- Replies: 2
- Views: 4961
[Oxyd] "Enable non-blocking saving" is not working when restarting multiplayer game with "continue" button
linux, factorio 1.1.33
Subj. When I host a game by pushing "Continue" button in the main menu, this option is not activated (unlike all the other multiplayer options that I configured when creating a multiplayer game last time), and the save process blocks the game.
Subj. When I host a game by pushing "Continue" button in the main menu, this option is not activated (unlike all the other multiplayer options that I configured when creating a multiplayer game last time), and the save process blocks the game.
- Fri Jun 04, 2021 11:11 pm
- Forum: Resolved Problems and Bugs
- Topic: Armor equipment is lost when using the armor as an ingredient in crafting
- Replies: 2
- Views: 1585
Armor equipment is lost when using the armor as an ingredient in crafting
With Space Exploration mod installed, armor recipes are tweaked so a next tier armor uses a previous tier armor as an ingredient. E.g, Power Armor MK1 is crafted from Modular Armor. After such craft, equipment previously installed in the Modular Armor grid is lost. It would be better to have it put ...
- Fri Jun 04, 2021 11:07 pm
- Forum: Won't fix.
- Topic: Unicode search is case-sensitive
- Replies: 3
- Views: 3022
Unicode search is case-sensitive
When searching through technology tree with Russian localization turned on in settings, the search is case-sensitive, which it probably shouldn't be.
Latin alphabet search is already case-insensitive.
Latin alphabet search is already case-insensitive.
- Tue Sep 10, 2019 2:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
- Replies: 5
- Views: 3782
Re: [0.17.68] multiple simultaneous achievements notification sound is too loud
+1 Oh yes. Recently started an old version to test something which killed my achievement data (and there was not achievements-backup.dat). I was "greeted" with a quite unplesantly loud literal explosion of achievements upon loading my first savegame. @OP: Your achievements not being prope...
- Tue Sep 10, 2019 2:05 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Reorganize Research Queue
- Replies: 43
- Views: 13580
Research queue easy change of order
It would be great to be able to move around tech nodes in research queue easier than remove-and-restart-the-one-that-should-go-last.
- Tue Sep 10, 2019 1:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
- Replies: 5
- Views: 3782
[Twinsen] [0.17.68] multiple simultaneous achievements notification sound is too loud
Whenever i start factorio and load my save file, it appears that it was not aware of any achievements got so far (I play with mods - that might be a reason). What also happens is that it triggers a lot of the achievements at once (e.g. N circuits per hour, train path planned, ~8 total at this point ...
- Sat Jul 15, 2017 8:28 am
- Forum: Balancing
- Topic: Land Mines in 0.15
- Replies: 14
- Views: 7418
Re: Land Mines in 0.15
https://wiki.factorio.com/Land_mine However, if a biter notices the player placing a land mine, they will quickly destroy it without causing an explosion. I also noticed that it takes a couple seconds for a mine to borrow before activating. In my test biters tended to destroy it before it could borr...
- Fri Jul 14, 2017 5:35 pm
- Forum: Balancing
- Topic: Marathon balance: splitters vs assembly machines
- Replies: 2
- Views: 1997
Re: Marathon balance: splitters vs assembly machines
According to the wiki, unless I am misreading it, both entities take the same amount of plates (50) to construct in expensive mode, just that splitters use 10 more iron. Thanks for the info, this makes much more sense for me now Yeah, they are both 50 plates; 25/25 for splitter, 35/15 for assembly ...
- Fri Jul 14, 2017 6:26 am
- Forum: Balancing
- Topic: Marathon balance: splitters vs assembly machines
- Replies: 2
- Views: 1997
Marathon balance: splitters vs assembly machines
Currently a tier 1 splitter is crafted with 5 electronic circuits, and tier 1 assembly machine is crafted with just 3 of them, with a much cheaper recipe overall. This leads to really counter-intuitive and unrealistic decisions to put extra assembly machine instead of splitting belt network where th...
- Sat Jul 30, 2016 4:26 pm
- Forum: Not a bug
- Topic: Renamed train station doesn't get updated on the map view
- Replies: 2
- Views: 1412
Re: Renamed train station doesn't get updated on the map view
That's how the entire map works. The map doesn't update unless you're in range of that area. That's just counter-intuitive. I realize that the map is not continuously being updated, but when you change an object instantaneously, you should be able to update your map also. The station being renamed ...
- Sat Jul 30, 2016 3:02 pm
- Forum: Not a bug
- Topic: Renamed train station doesn't get updated on the map view
- Replies: 2
- Views: 1412
Renamed train station doesn't get updated on the map view
If I rename a train station that is on the edge of my screen, it gets renamed; but on the map, the old name is shown until I come near enough for the map to be updated.
- Sat Jul 23, 2016 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10/Linux] Crash when crafting
- Replies: 32
- Views: 18105
Re: [0.13.10] Headless server crash when crafting
When is it coming? Can I safely revert to 0.13.9?I've already overwritten my save filesOxyd wrote:Okay, thanks for the reports. It's fixed in 0.13.11.
- Thu Apr 21, 2016 4:28 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104466
Re: [MOD 0.12.x] Smarter Circuitry
I don't think the actuators work on trains. In the example save game in 0.12.29 the actuators don't seem to have any effect on the train in the middle. Looking at the circuits what I think is supposed to be happening is the train holds until it loads 200 ore, then moves on, then holds until it unlo...
- Thu Apr 21, 2016 4:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104466
Re: Suggestion: [MOD 0.12.x] Smarter Circuitry
You can build signal delayer with a few combinatorsLukea153 wrote:I have a suggestion, can you add a Signal Delayer which waits a specified number of ticks?
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