Search found 1642 matches
- Sun Aug 13, 2017 8:08 pm
- Forum: Technical Help
- Topic: 10 more UPS please advice welcome.
- Replies: 3
- Views: 1564
Re: 10 more UPS please advice welcome.
I suggest posting a screenshot of your game with the F5 info active. The most significant bit is often the entity update. If that is above 16.6ms then your computer can't run your base at 60 updates/second. (1000ms/60 = 16.66ms per tick).
- Sun Aug 13, 2017 7:44 pm
- Forum: General discussion
- Topic: [Poll] Is it worth switching to electric furnace
- Replies: 36
- Views: 24817
Re: [Poll] Is it worth switching to electric furnace
I think which is better depends a lot on what your objectives for the map are, and how long you intend to play on this map. If you just want to launch a rocket asap, then I'd stick with mostly steel (or even stone) furnaces. (I would also stick to coal based electric power generation). If I was goin...
- Sun Aug 13, 2017 3:02 am
- Forum: General discussion
- Topic: Mixed Underground Belts
- Replies: 3
- Views: 2004
Re: Mixed Underground Belts
It is known behaviour. Typically referred to as belt braiding.
- Thu Aug 10, 2017 3:45 am
- Forum: Pending
- Topic: [kovarex] [15.33] Desync loop without mods
- Replies: 3
- Views: 1751
Re: Desync Loop on 0.15.32/0.15.33 without mods
Please file a bug, with a link to the desync report.
(Alternatively, a mod could just move the thread).
(Alternatively, a mod could just move the thread).
- Wed Aug 09, 2017 6:17 am
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 67098
Re: Friday Facts #200 - Plans for 0.16
Actually I don't think they should make bots "smarter". Factorio is a game where you assemble a factorio out of a set of simple pieces. The core gameplay is using the provided pieces to build a factory. None of the pieces are smart. It is up to the player to design and build an efficient f...
- Tue Aug 08, 2017 10:12 pm
- Forum: Minor issues
- Topic: [Rseding91] Contruction Bots change item in hand
- Replies: 5
- Views: 2116
Re: [Rseding91] Contruction Bots change item in hand
Hmm.
I was hoping with the GUI re-write coming for 0.16, and items in our toolbar/hands also being being basically just a reference into our inventory, this would effectively become much less of an issue.
I was hoping with the GUI re-write coming for 0.16, and items in our toolbar/hands also being being basically just a reference into our inventory, this would effectively become much less of an issue.
- Tue Aug 08, 2017 3:41 pm
- Forum: Not a bug
- Topic: My factorio wont launch please help
- Replies: 5
- Views: 1687
Re: My factorio wont launch please help
He's playing on OS X. I'm don't sure how you adjust those settings on a Mac (they don't have a typical PC bios).
- Tue Aug 08, 2017 12:29 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 893855
Re: 4-way intersections: Throughput and deadlocks [image heavy]
From a physics/maths perspective, if braking is a constant deceleration, then doubling the trains speed means they take twice as long to stop, and need 4 times as much space. For constant deceleration, stopping distance is proportional to speed squared, so a 10% increase in speed is a 21% increase i...
- Fri Aug 04, 2017 5:26 pm
- Forum: Technical Help
- Topic: lost marathon progress
- Replies: 6
- Views: 2425
Re: lost marathon progress
Yeah. My guess is that if you turn save replay on during game creation, and then later try to load that saved game the code potentially does does a version check between the game version and the version the specified in the savegame/replay file. If the two don't match then you probably get an error ...
- Thu Aug 03, 2017 8:45 am
- Forum: Technical Help
- Topic: lost marathon progress
- Replies: 6
- Views: 2425
Re: lost marathon progress
I don't play with replays, but I expect they will be extremely sensitive to factorio version changes. So the change from 0.15.30 to 0.15.31 could well have made the replay incompatible with the new version. Also be very careful when turning power off to a computer. If the hard disk is still writing ...
- Wed Aug 02, 2017 10:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.31] Factorio keeps reseting my key bindings
- Replies: 12
- Views: 7694
Re: [0.15.31] Factorio keeps reseting my key bindings
Are you using the .zip version ?
Because if you are, then you will get a clean copy of the config settings each time you extract the zip.
Because if you are, then you will get a clean copy of the config settings each time you extract the zip.
- Sun Jul 30, 2017 9:36 am
- Forum: General discussion
- Topic: Bug with 0.15
- Replies: 1
- Views: 924
Re: Bug with 0.15
Placing and mining astone furnaces works for me. Are you sure that they haven't ended up on you quickbar, without you noticing ?
- Sat Jul 29, 2017 11:17 am
- Forum: Not a bug
- Topic: [0.15.31] Newly downloaded mods not visible
- Replies: 4
- Views: 2258
Re: [0.15.31] Newly downloaded mods not visible
You have the game set to 'automatically enable mods'. As I mentioned in the initial bug report I have that setting disabled, because I don't want always want to enable all the mods I download. Hence the game doesn't need to restart automatically. But this bug means I need to restart the game manuall...
- Sat Jul 29, 2017 7:54 am
- Forum: Not a bug
- Topic: [0.15.31] Newly downloaded mods not visible
- Replies: 4
- Views: 2258
[0.15.31] Newly downloaded mods not visible
I started a new game today. Downloaded the zip version of 0.15.31. Disabled 'activate new mods' automatically. Installed some mods, pressed back from the install mod page, expecting to be able to activate the mods I wanted. No mods were listed. Opened the install mods page again, and checked that it...
- Sat Jul 29, 2017 7:32 am
- Forum: Not a bug
- Topic: [.15.31] HUD-style items still affected by world lighting
- Replies: 5
- Views: 1684
Re: [.15.31] HUD-style items still affected by world lighting
@Reika I don't see what you are describing as an issue. Indeed it would break immersion if things like recipe icons weren't affected by darkness. I'm wondering if the real issue is that your mouse pointer is black, and you can't see the mouse during darkness ? My mouse pointer is white, with a drop ...
- Sat Jul 29, 2017 6:50 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 204520
Re: [0.15.x] Fluid mechanics
Ah ok. I hadn't considered that, probably because I never want to connect 2 pipes with different fluid anyway. I think I've done that a total of three times, and in all three cases ended up having to remove all sections of pipe that had the wrong fluid. Couldn't you just detect the error, not merge ...
- Sat Jul 29, 2017 5:36 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [for 0.16] [0.15.31] Chain signal path locking/changing/deadlocks
- Replies: 15
- Views: 10044
Re: [0.15.31] Chain signal path locking/changing/deadlocks
@aaargha Did you do anything to cause the train to change its path for that roundabout deadlock example? Or did the train decide to path a 270 degree right turn rather a 90 degree left turn without something happening to cause it to repath? (If the later would you mind uploading the save for the rou...
- Sat Jul 29, 2017 4:36 am
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 204520
Re: [0.15.x] Fluid mechanics
The system I want to implement requires first that pipes be buildable without automatically connecting to every adjacent pipe. Once we think of some nice way to make that work it's quite simple to do the rest: @Rseding91 I've never understood why you need pipes to not automatically connect to every...
- Fri Jul 21, 2017 2:25 am
- Forum: Not a bug
- Topic: [kovarex][0.15.30] Pumping speed 10x too high
- Replies: 10
- Views: 3276
Re: [kovarex][0.15.30] Pumping speed 10x too high
I also think the pumping speed is too high. Also the entire rail tanker and barreled oil should be rebalanced. Also why on earth is a rail tanker heavier than a rail car full of steel, or a rail car full of barrels of oil. Especially if the rail car full of barrelled oil actually holds more oil than...
- Wed Jul 12, 2017 6:06 pm
- Forum: Gameplay Help
- Topic: Productivity and speed module have cap ?
- Replies: 6
- Views: 2907
Re: Productivity and speed module have cap ?
I pretty sure that the devs have said the limit is one completed recipe per tick. (There are 60 ticks/second at normal speed).