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by Guenni7
Sun Aug 28, 2022 11:42 pm
Forum: Technical Help
Topic: Error loading Mods after update
Replies: 0
Views: 521

Error loading Mods after update

I updated from 1.1.31 up to 1.1.68 and now I get this error message:
Screenshot 2022-08-28 183708.png
Screenshot 2022-08-28 183708.png (14.32 KiB) Viewed 521 times
Any Idea?


EDIT: Downloaded the full Game Package and now its running. Must be a Problem with the Updater.
by Guenni7
Tue Feb 09, 2021 8:05 pm
Forum: Gameplay Help
Topic: Help with choosing balance between belt and bots transportation in a blueprint
Replies: 5
Views: 1840

Re: Help with choosing balance between belt and bots transportation in a blueprint

1) How bad is this belt spaghetti gonna be along with everything else ups wise? 2) Would it be better to just build 2 smelters for each chip instead of optimizing with 6 to 4? 4) Would it be better to use bots? Bots for everything? Or may be only for the "leftover" chips column? How do I ...
by Guenni7
Tue Feb 09, 2021 7:37 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201490

Re: Parrallel processing in games & applications

I'm not a programmer, but given the fact that on most mega-bases the bots are the most time consuming items, why wasn't they multithreaded before engine development was called finished? Multithreaded Belts are nice, but don't help any real mega-base. In short, at any point of the development, there...
by Guenni7
Tue Feb 09, 2021 3:40 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201490

Re: Parrallel processing in games & applications

I'm not a programmer, but given the fact that on most mega-bases the bots are the most time consuming items, why wasn't they multithreaded before engine development was called finished? Multithreaded Belts are nice, but don't help any real mega-base.
by Guenni7
Sun Feb 07, 2021 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle
Replies: 6
Views: 3333

[kovarex] [1.1.21] ENTER in personal logistic requests not working when in a vehicle

When changing personal logistic requests, and you hit ENTER to confirm, it doesn't confirm the logistic request but instead it makes you enter or leave a vehicle when you're near to one. Untitled.png I am used to change the numbers and hit ENTER twice to confirm and exit the window. But it doesn't w...
by Guenni7
Sat Feb 06, 2021 5:20 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 298
Views: 166520

Re: Friday Facts #365 - Future plans

Factorio is the best Game I ever bought, gave me much more bang for my bucks than any other game before.
I have faith in Kovarex that he's going into the right direction, so whatever you will sell next, I buy it.
by Guenni7
Mon Feb 01, 2021 8:05 pm
Forum: Gameplay Help
Topic: Assambler output blocking input with clocked inserters
Replies: 8
Views: 3043

Re: Assambler output blocking input with clocked inserters

Is using a clocked stack filter inserter still ups-friendlier than a normal stack inserter? I thought that had changed?
by Guenni7
Sun Jan 31, 2021 8:48 pm
Forum: Balancing
Topic: Nerf the Portable Fusion Reactor?
Replies: 82
Views: 23483

Re: Nerf the Portable Fusion Reactor?

I constantly run out of energy when building larger blueprints, even with 3 PFR and ~8 Batteries.
If the PFR gets nerfed it wouldn't be any fun to play anymore.
by Guenni7
Sun Jan 31, 2021 8:34 pm
Forum: Gameplay Help
Topic: Very basic train circuit condition question
Replies: 4
Views: 3881

Re: Very basic train circuit condition question

When the train stop is not connected to any circuit network, the wait-condition "circuit condition" should use the contents of the train. I use the same setup and Ore=0 on unloading and Ore > x on loading side works fine. Use Item-count instead of Circuit-condition. Sorry for bad advise.
by Guenni7
Thu Jan 21, 2021 5:48 am
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 5049

Re: Train stops with limit change assigned numbers of trains

You might consider adding holding stations into the schedule between the loading and unloading, then reduce the trains limit on the loading stations. Trains departing the unloading will find the closest unloaded holding station and wait there for the next available loading station. This means you c...
by Guenni7
Thu Jan 21, 2021 5:43 am
Forum: Gameplay Help
Topic: Idle Bots
Replies: 10
Views: 3648

Re: Idle Bots

When I enlarge my solar fields I can get something around 2000 construction-bots working, but if the construction-area gets too big this number decreases.
by Guenni7
Wed Jan 20, 2021 8:46 pm
Forum: Gameplay Help
Topic: Inserter optimization question
Replies: 14
Views: 3743

Re: Inserter optimization question

I suppose you could make a mod that automatically moves assembler products to an adjacent chest, then make a circuit between that chest and the inserter to only activate the inserter when the chest has at least X items. That would just double the amount of inserters, don't think that's any better f...
by Guenni7
Wed Jan 20, 2021 7:33 pm
Forum: Gameplay Help
Topic: Inserter optimization question
Replies: 14
Views: 3743

Re: Inserter optimization question

How would inserters only moving with full hands actually reduce CPU usage though? I expect inserters to belt to be most UPS efficient at a stack size of 1, since the inserter only needs to look at the belt for a minimum of 1 tick on a swing to drop the item. With more items in hand, it needs to che...
by Guenni7
Tue Jan 19, 2021 8:50 pm
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 5049

Re: Train stops with limit change assigned numbers of trains

Why do you have the bypass? Having a bypass means that trains waiting in the stacker might choose to go to other stations. Alternatively put another station of the bypass, to add a penalty that will discourage trains from choosing to go another station. The bypass is a relic from building various f...
by Guenni7
Mon Jan 18, 2021 8:26 pm
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 5049

Re: Train stops with limit change assigned numbers of trains

While what happens i think is triggering this rule : "A train stop that is part of the train's schedule gets enabled, renamed or created." or this one "The train limit of a train stop that is part of the train's schedule becomes not full." This causes repath, and not just revali...
by Guenni7
Sun Jan 17, 2021 10:21 pm
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 5049

Re: Train stops with limit change assigned numbers of trains

A picture would probably be helpful It's a simple station without wiring, what information would give a picture? My guess is that some closer train station are freed before the train that was routing to the further one had reached it. Then this train using regular repath conditions switches its tar...
by Guenni7
Sun Jan 17, 2021 2:39 am
Forum: Gameplay Help
Topic: Train stops with limit change assigned numbers of trains
Replies: 12
Views: 5049

Train stops with limit change assigned numbers of trains

I have all my train stops with a fixed number of train limit. Lately I noticed that the stations most far don't get served well, just occasionally a train gets there. So I had a look at the assigned trains to that stop, and it was changing all the time like 1/6 to 2/6 to 1/6 to 0/6... There were eve...
by Guenni7
Sat Jan 16, 2021 12:47 am
Forum: Ideas and Suggestions
Topic: Offensive Backer List entry (Train stops, Trains, Labs, Roboports, Radars)
Replies: 31
Views: 8600

Re: [1.0.0] Offensive Automatic Train Name

invisus wrote:
Fri Jan 15, 2021 11:52 pm
Let us not forget that this is the name of a train stop in a video game.
+1
by Guenni7
Fri Jan 15, 2021 4:18 am
Forum: Gameplay Help
Topic: Inserter optimization question
Replies: 14
Views: 3743

Re: Inserter optimization question

make sure they're sleeping. see in debug output, show-active-state. red circle is the goal. That's easier to say than to do actually, I find it a bit hard to time them, because they a) need so much time to get rid of the 12 items and b) you never know when there is space on the belt. I have them be...
by Guenni7
Fri Jan 15, 2021 3:21 am
Forum: Duplicates
Topic: [1.1.11] Fluid output on rocket fuel assembler in BPs
Replies: 3
Views: 1344

Re: [1.1.11] Fluid output on rocket fuel assembler in BPs

All the polishing to the game for years and this bug has survived since 2016?
I mean, it shows something that's not there, if this is not a bug, what is? :)

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