Search found 20 matches
- Mon Mar 04, 2019 12:37 am
- Forum: Won't fix.
- Topic: [0.17] Map icons must be placed far apart
- Replies: 2
- Views: 1285
[0.17] Map icons must be placed far apart
The area where the mouse "hovers over" a map icon is much bigger than the icon itself now, and prevents placing map icons close together. The minimum spacing is much larger than it was in 0.16.
- Sun Feb 10, 2019 7:48 pm
- Forum: Technical Help
- Topic: Is it possible to change the interval between server saves for joining players?
- Replies: 0
- Views: 760
Is it possible to change the interval between server saves for joining players?
On the busier servers, the game can become very difficult to play as people are constantly joining and the server is constantly saving the map. I know in older versions, the server would save every time, and at some point they changed it so it would only save every few seconds. Is this configurable?...
- Fri Jan 25, 2019 7:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Fahrenheit 959
- Replies: 3
- Views: 1475
Re: [MOD 0.16] Fahrenheit 959
The entire mod is just two lines of code, one sets the target temperature of heat exchangers to 515, the other sets the maximum temperature of turbines to 515.
- Fri Jan 25, 2019 4:07 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 71361
Re: Friday Facts #276 - Belt item spacing & Script rendering
Can I also propose modifying the heat exchanger to heat steam to 515 C? So that it makes 100 steam per second instead of 103.whatever, and turbines can still consume 60 steam per second, but produce 6 MW instead of 5.82, and also make nice 5:3 ratios with exchangers instead of 97:60? I would apprec...
- Fri Jan 25, 2019 3:55 am
- Forum: Mods
- Topic: [MOD 0.16] Fahrenheit 959
- Replies: 3
- Views: 1475
[MOD 0.16] Fahrenheit 959
Mod portal link This mod helps make ratios simpler for nuclear power generation. Since the conveyor speeds (or rather, capacity) have been tweaked for 0.17, there was some discussion following the FFF update about tweaking other things to have nicer ratios. I chimed in and mentioned that nuclear po...
- Fri Jan 04, 2019 5:06 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 71361
Re: Friday Facts #276 - Belt item spacing & Script rendering
As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...
- Fri Jun 01, 2018 4:12 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 68183
Re: Friday Facts #245 - Campaign concept
Please keep the old campaign as a scenario pack as I really liked a few of those missions. For example the one that teaches us to use trains; seemed really good. Perhaps a missions pack would be nice. Yeah! I actually highly enjoyed the smaller, self-contained missions as a nice alternative to free...
- Fri May 04, 2018 11:55 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 51220
Re: Friday Facts #241 - New player experience
I've witnessed about six completely unspoiled new player experiences, four friends in person and two over the internet who intentionally avoided spoilers (Quill18 and Brothgar) All six experiences hit a huge speedbump at blue science. Understanding blue science was not the wall, it was the combined...
- Fri Jan 26, 2018 8:22 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52261
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
I remember a while ago, there was discussion of a scenario that starts you out with some power armor, a personal roboport, and some construction bots. It was just like vanilla, but you get to lay down blueprints to bootstrap your base more quickly. I liked that idea a lot, and would love to see it b...
- Fri Jan 12, 2018 7:29 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424795
Re: Friday Facts #225 - Bots versus belts (part 2)
You, actually, might be right about the power. Maybe the issue here is in that the late-game in regular plays just is to easy to expand and real estate is just too cheap/easy to get, so whatever power requirements you have, you can match them with ease. Bots do eat a lot of power, in megabases that...
- Fri Jan 12, 2018 7:17 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424795
Re: Friday Facts #225 - Bots versus belts (part 2)
I still haven't seen much discussion of what bots do to multiplayer, so I'll just snip part of my post from the other thread: The one negative aspect of logistics bots for me comes in multiplayer games. As soon as logistics is researched, without a doubt, players start dropping requester and provide...
- Wed Jan 10, 2018 11:39 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395601
Re: Friday Facts #224 - Bots versus belts
I don't know if anyone is still reading these, but here goes: I really like belts, and I really like bots. Belts obviously pose more interesting design challenges, but there are clearly design challenges when using bots, as well. Where to place roboports, requester and provider chests, and beacons, ...
- Fri Jul 14, 2017 9:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.29] Paused server led to hard crash
- Replies: 7
- Views: 3082
Re: [0.15.29] Paused server led to hard crash
Same problem here. Someone paused a server on which I'm an admin. On logging into the game, my UI is completely unresponsive, so I can't click the unpause button (or indeed, the quit button -- I have to End Task on Factorio).
- Sat Jul 01, 2017 7:38 am
- Forum: Duplicates
- Topic: [0.15.26] Disconnect when inserting blueprint into book
- Replies: 1
- Views: 1050
[0.15.26] Disconnect when inserting blueprint into book
I'm on a vanilla server (Arumba), and I get disconnected from the server if I try to pick up an existing blueprint from my inventory and insert it into my blueprint book. I right click the book to open it, then click the blueprint to take it from my inventory, then click in the book's UI. The bluepr...
- Wed Jun 28, 2017 4:28 am
- Forum: 1 / 0 magic
- Topic: [0.15.21] Losing saved login and favorite servers
- Replies: 7
- Views: 3874
Re: [0.15.21] Losing saved login and favorite servers
Deleted player-data.json, and it recreated it on exit. Seems to be working normally now, though the contents of player-data.json also seem to be the same as they were before... really weird.
- Sat Jun 24, 2017 10:26 pm
- Forum: 1 / 0 magic
- Topic: [0.15.21] Losing saved login and favorite servers
- Replies: 7
- Views: 3874
Re: [0.15.21] Losing saved login and favorite servers
Sorry for the delay, I was out of town all last week. I am using Steam cloud sync, and there's no antivirus running. No special permissions or attributes on player-data.json. I just started the game, clicked browse multiplayer games, and it asked me to login. I did, and then exited the game normally...
- Fri Jun 16, 2017 6:32 am
- Forum: 1 / 0 magic
- Topic: [0.15.21] Losing saved login and favorite servers
- Replies: 7
- Views: 3874
[0.15.21] Losing saved login and favorite servers
When I browse public games, I'm asked to enter my username and password again, and after I log in, my favorite servers are not remembered. This doesn't happen every time I exit the game and restart, but it has happened 3 or 4 times today. It just started happening with the 0.15.20 or 0.15.21 update.
- Fri Jun 09, 2017 1:24 am
- Forum: Technical Help
- Topic: Recipe Difficulty with --map-settings
- Replies: 2
- Views: 1710
Re: Recipe Difficulty with --map-settings
Okay, seems to work. Thanks!
- Thu Jun 08, 2017 8:30 pm
- Forum: Technical Help
- Topic: Recipe Difficulty with --map-settings
- Replies: 2
- Views: 1710
Recipe Difficulty with --map-settings
Hi there, I'm trying to create a set of JSON files for map-gen-settings and map-settings, that are the same as the presets the game gives you in the UI. I'm having trouble figuring out the right settings for recipe difficulty. map-settings-example.json looks like: "difficulty_settings": { ...
- Wed Apr 26, 2017 5:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Kovarex enrichment with productivity modules
- Replies: 13
- Views: 24467
Re: [0.15.0] Kovarex enrichment with productivity modules
But personally I would also agree that productivity Modules should be allowed, but the way the productivity is calculated should be changed. +1. So the inputs here are 40 U-235 and 5 U-238, and the outputs are 41 U-235 and 2 U-238. It seems you could determine the "product" by subtracting...