Search found 50 matches
- Sat Sep 15, 2018 2:05 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 131142
Re: Friday Facts #260 - New fluid system
About the pipe calculation. Why don't you do the calculation per group instead of one calculation per piece of pipe? Example, To make thing simpler, let's say each pipe can hold a total number of 100 'unit' of water Group A have 22 pipe total, 2200 unit total. You fill the first pipe with 100 unit ...
- Fri Sep 14, 2018 9:07 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 131142
Re: Friday Facts #260 - New fluid system
About the pipe calculation. Why don't you do the calculation per group instead of one calculation per piece of pipe? Example, To make thing simpler, let's say each pipe can hold a total number of 100 'unit' of water Group A have 22 pipe total, 2200 unit total. You fill the first pipe with 100 unit o...
- Wed Feb 14, 2018 6:16 pm
- Forum: Railway Setups
- Topic: Train Station next generation
- Replies: 6
- Views: 5624
Re: Train Station next generation
Nice....but where's the blueprint?
A few suggestion :
- Could you make 1-2-3 unloading stations variant?
- Could you make 1 loading station as well? (I don't think 2-3 would be needed)
A few suggestion :
- Could you make 1-2-3 unloading stations variant?
- Could you make 1 loading station as well? (I don't think 2-3 would be needed)
- Tue Feb 13, 2018 6:06 pm
- Forum: Not a bug
- Topic: Multiplayer "Catching Up" - 5000 bots out of storage
- Replies: 12
- Views: 4927
Re: Multiplayer "Catching Up" - 5000 bots out of storage
I know mrvn don't worry, my post wasn't about you.mrvn wrote:@elok As said, I consider the catching up failure a bug. I had the same problem in a multiplayer game and we had to try running the server on different computers till we found one that was slow enough so all of us could join again.
- Tue Feb 13, 2018 2:30 pm
- Forum: Not a bug
- Topic: Multiplayer "Catching Up" - 5000 bots out of storage
- Replies: 12
- Views: 4927
Re: Multiplayer "Catching Up" - 5000 bots out of storage
Please put yourself in our shoes. We play normally, everything is fine and then, suddently, the server crash and it's impossible for us to join the game, leaving alone diagnosing the cause. And the only error message the game is giving us is "failed to catch up with the server". And after ...
- Tue Feb 13, 2018 2:41 am
- Forum: Not a bug
- Topic: Multiplayer "Catching Up" - 5000 bots out of storage
- Replies: 12
- Views: 4927
Re: Multiplayer "Catching Up" - 5000 bots out of storage
In multiplayer, the game sacrifices FPS to gain UPS to attempt to keep up with the server. I'm not following. If you're right, you're simply adding a paramater in the issue. So then, why 5000 bots filling all avalaible logistic storage space and falling of "no storage left" is suddently u...
- Tue Feb 13, 2018 2:16 am
- Forum: Not a bug
- Topic: Multiplayer "Catching Up" - 5000 bots out of storage
- Replies: 12
- Views: 4927
Re: Multiplayer "Catching Up" - 5000 bots out of storage
What you described is just your CPU not being able to simulate the game fast enough to keep up with the server. Are you saying that the cause is the CPU of our computer or server not good enough? EDIT : I just saw that you moved my post in the "Not a bug" category and I have to disagree. ...
- Tue Feb 13, 2018 2:06 am
- Forum: Not a bug
- Topic: Multiplayer "Catching Up" - 5000 bots out of storage
- Replies: 12
- Views: 4927
Multiplayer "Catching Up" - 5000 bots out of storage
Hello everyone. So I'm playing with friend on my server (I'm connected directly via my router, my friend connect over the internet). We were playing fine but, all of a sudden, the game started lagging like crazy so we all disconnected and I restarted the server. But when we tried to connect, we were...
- Mon Jan 29, 2018 2:39 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52295
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
Just one little details a lot of people here seems to miss : PvP scenario doesn't mean combat between players! PvP mode simply add a "lot" of additional option of multiplayer, PvP being "one" of them. It allow multiple team of any number of player to start on their own in their o...
- Sat Jan 27, 2018 5:56 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 36557
Re: Mining Outpost, how do you make them?
autotorio.com makes the whole process of building such a base much, much quicker and convenient (especially with use of dedicated train always stocked on needed construction supplies), though some modifications are needed, since by itself it doesn't support flamethrower fuels or gun turrets loaded ...
- Sat Jan 27, 2018 2:32 am
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52295
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
In PvP, it would be great to have a customizable option to set the distance between players. Err there is one. It's called "Distance between teams". It's like the first option of the list : https://lh6.googleusercontent.com/k_EGbSunIetGhoTWWBWNY698OTcVNhE8oHhxxbmQF76PJqt7-B7uhOsQmndllqvHY...
- Fri Jan 26, 2018 8:29 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52295
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
- Add an option to Switch OFF a team base if no player are connected so bitter will ignore it. I can't stress enough how important that point is since, right now, at least 1 player per team is forced to play on our server until the base is secure and autonomous. In our server, one player started to...
- Fri Jan 26, 2018 6:54 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52295
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
Damn, with a title like that I thought you were to announce that we can finally grow tree ingame... :( β’ Do you have any ideas for new scenarios, or improvements to the current ones? In PvP : - Add an option to Switch OFF a team base when no players are connected so bitters will ignore it. I can't s...
- Wed Jan 24, 2018 2:37 pm
- Forum: Railway Setups
- Topic: 4-8-4, 4 lane railway bluprent book
- Replies: 3
- Views: 4192
Re: 4-8-4, 4 lane railway bluprent book
Can you post an image as well?
- Tue Jan 23, 2018 3:55 pm
- Forum: Technical Help
- Topic: Easily update factorio on windows server
- Replies: 0
- Views: 725
Easily update factorio on windows server
Ok so I got this server with Windows on it and I use it to host a factorio server (with batch file). Right now, if I want to update, here's the steps I do : - Connect on the website and start the download of the lattest experimental for windows compressed (.zip) - Extract the compressed files - Move...
- Tue Jan 23, 2018 2:36 pm
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 36557
Re: Mining Outpost, how do you make them?
In my last game, the first one where I seriously got into trains, I made a set of blueprints with two rails and large electric poles in between them. So that way I can do the rails and more or less power takes care of itself. Plus high power lines along railroad tracks are a common sight IRL, so it...
- Fri Jan 19, 2018 6:33 pm
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 45787
Re: Friday Facts #226 - New mod portal & other news
I know why bots are better than belts. They get infinite research. Belts however, do not. It IS one reason, and I think is the most significant. I agree that bots should not be the most optimal solution. Actually, I think the fact that bot can technically get infinite output from a chest (you could...
- Thu Jan 18, 2018 10:42 pm
- Forum: Show your Creations
- Topic: Compact setups for 1/sec of each science pack
- Replies: 3
- Views: 49035
Re: Compact setups for 1/sec of each science pack
This reminds me of the modular main bus factories I've seen some time ago : https://forums.factorio.com/viewtopic.php?f=204&t=8377 The base concept was : - have a standard main bus - have tiles of fixed height Then the factory is mainly plugging tiles to produce whatever you need :) Wow, it's v...
- Thu Jan 18, 2018 1:50 pm
- Forum: Show your Creations
- Topic: Compact setups for 1/sec of each science pack
- Replies: 3
- Views: 49035
Re: Compact setups for 1/sec of each science pack
Nice post! May I suggest some new addition? - As you said, you mostly care about the width of production lines and not their height. But my base care about the opposite. Would it be possible to add a alternative where the Height is fixed? Like 8 or 10 assembly machine of Height? If you don't I'll pr...
- Wed Jan 17, 2018 1:55 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 964705
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Just wondering, This Thread and the one about 3-Way intersections is great! But do we have a similar thread about 2+ line-exchanger? So if a train line a mining outpost and take the 1st lane, he could switch to the 2nd or 3rd lane along the way? As far as I know there is currently no such thread, m...