Search found 1641 matches
- Sat Aug 06, 2022 4:03 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3346
- Views: 479095
Re: We support Ukraine
Where did we (as a species) go wrong that such a high percentage of the world’s population believes so many of these bs conspiracy snuffs? When someone tells us what we want to hear we tend to believe them, and ignore evidence to the contrary. With today's internet and social media streams it is ea...
- Sun Jul 31, 2022 4:06 pm
- Forum: General discussion
- Topic: Should "Wire Shortcuts" be in the Base game ?
- Replies: 16
- Views: 4861
Re: Should "Wire Shortcuts" be in the Base game ?
Don't take it personally if your suggestion doesn't get implemented. Also don't assume that just because the devs haven't implemented a suggestion, that they haven't listened. Not every suggestion will get implemented. Some will be contradictory. Some won't fit the devs idea of the direction the gam...
- Sun Jul 31, 2022 11:10 am
- Forum: Gameplay Help
- Topic: Unfair train scheduling
- Replies: 8
- Views: 2416
Re: Unfair train scheduling
(Continuing from my comments on youtube. But restating everything here for clarity for people reading this thread). Your example setup is fairly artificial because it guarantees that only one train can be in transit at any time. You are also severely short on available empty stations that trains can...
- Thu Jul 28, 2022 3:46 am
- Forum: Technical Help
- Topic: Strange performance issues after recent updates
- Replies: 19
- Views: 2938
Re: Strange performance issues after recent updates
Also only 4GB RAM? Which means Factorio, your factory, all the currently in use graphics,Windows and any other running programs need to fit into whatever RAM is available. Check your page file, I'm guessing that as your factory grows, you are probably using paging more and more frequently. You can t...
- Mon Jul 18, 2022 1:56 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 8974
Re: please do not use floating point value in Factorio
Whilst a pressure issue is one possibility, the other common cause of very low fluid levels in pipes is demand outstripping supply.
If the output fluid boxes in the supply machines are empty, then that sounds like a case of demand exceeds supply.
If the output fluid boxes in the supply machines are empty, then that sounds like a case of demand exceeds supply.
- Fri Jul 01, 2022 8:14 pm
- Forum: Gameplay Help
- Topic: Nuclear Reactor Copy-Recipe Wrong
- Replies: 8
- Views: 1643
Re: Nuclear Reactor Copy-Recipe Wrong
Besides, copying a machine to a requestor has the requestor seek what, 30 seconds of ingredients? Nuclear fuel cell lasts 200 seconds. Would it even request anything if you could copy/paste it? Well that 30 seconds of ingredients should be a minimum of 1, to support mod recipes with long craft time...
- Thu Jun 16, 2022 1:54 am
- Forum: Gameplay Help
- Topic: How do I make an inserter only place at maximum 50 coal into a train?
- Replies: 3
- Views: 1358
Re: How do I make an inserter only place at maximum 50 coal into a train?
Filter the cargo wagon, (middle mouse click on a slot) so it will only accept one stack of coal, and 39 stacks of iron.
- Sun May 15, 2022 3:50 am
- Forum: Technical Help
- Topic: [1.1.39] Steam cloud saves not syncing to Steam
- Replies: 5
- Views: 5481
Re: [1.1.39] Steam cloud saves not syncing to Steam
From memory steam cloud sync has a max total size. (Personally I normally turn it off, but that is because I have crappy upload bandwidth).
- Tue May 03, 2022 4:14 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 15832
Re: Version 1.1.58
Thanks
- Tue May 03, 2022 2:44 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 15832
Re: Version 1.1.58
[*]Fixed an issue with item-with-inventory extending inventories and quickbars. (https://forums.factorio.com/102095) So while skimming through the changelog I noticed the bit about "extending toolbars" and thought longer toolbars? I want that. (Specifically I want more toolbar slots witho...
- Tue May 03, 2022 2:20 am
- Forum: Technical Help
- Topic: [SOLVED] Very Strange Lag Issues
- Replies: 8
- Views: 10080
Re: Very Strange Lag Issues
From everything that you post it sounds like your pc is having trouble keeping up with the server. It might be worth testing without other software running on your PC, to see if that improves performance. (So close your streaming software, video capture software, web browsers, etc). I'm assuming you...
- Tue May 03, 2022 1:55 am
- Forum: Technical Help
- Topic: [1.1.57] Crash
- Replies: 5
- Views: 1145
Re: [1.1.57] Crash
A blue screen crash is a crash of windows itself. Nothing a normal application does is capable of causing one. It is always caused by hardware instability or buggy drivers or by bugs in window itself. I would start by running memtest (https://www.memtest86.com/). If that doesn't show any issues, the...
- Thu Jan 13, 2022 7:16 am
- Forum: Technical Help
- Topic: Random Lag spikes when playing K2
- Replies: 7
- Views: 1861
Re: Random Lag spikes when playing K2
I suggest you start by posting the screenshots and logfile requested in viewtopic.php?f=7&t=68653 .
Note make sure to enable debug options mentioned in that post, and include screenshots of normal performance and during the lag spikes.
Note make sure to enable debug options mentioned in that post, and include screenshots of normal performance and during the lag spikes.
- Fri Dec 24, 2021 4:07 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 26836
Re: Version 1.1.50
yeah, and a rocket for a stack of fish is expensive already. a rocket for 12 fish is just preposterous. If you just want a few fish to build spidertrons, then you can just build some inserters by a lake. Much cheaper, and easily automated. If you are in a hurry, manually mining a few fish or draggi...
- Wed Dec 22, 2021 11:55 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 26836
Re: Version 1.1.50
if multiple inserters put stuff into it on the same frame, the silo only takes from one of them. more info here . So basically a minor inconsistency between the silo behaviour and normal assembler type behaviour that most players will never encounter. Arguably less significant than a missing '.' at...
- Wed Dec 22, 2021 8:25 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 26836
Re: Version 1.1.50
What is wrong with it?
- Fri Sep 24, 2021 12:54 am
- Forum: General discussion
- Topic: Using the graphics card to help the CPU out…
- Replies: 40
- Views: 16198
Re: Using the graphics card to help the CPU out…
I thought robots where made to be so simple they don't need to do any work per tick. They only do work when damaged, when they reach their target or when they run out of energy Yea, but at least you need to calculate their current position every tick when visible on screen, so you can draw them. So...
- Sun Feb 07, 2021 11:05 am
- Forum: Releases
- Topic: Version 1.1.21
- Replies: 10
- Views: 17031
Re: Version 1.1.21
Factorio.com lists 1.1.21 as experimental. My steam client shows it as available in the latest 1.1 experimental branch.
- Wed Jan 27, 2021 1:27 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.19] Blueprints are too easy to accidentally delete.
- Replies: 3
- Views: 1267
Re: [1.1.19] Blueprints are too easy to accidentally delete.
So I filed this as a bug report, and someone moved this to ideas and suggestions. (I'm not sure who? A developer or a moderator?)
As I stated above I actually believe that is behaviour is a UI design defect, ie a bug.
As I stated above I actually believe that is behaviour is a UI design defect, ie a bug.
- Wed Jan 27, 2021 1:10 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.19] Blueprints are too easy to accidentally delete.
- Replies: 3
- Views: 1267
[1.1.19] Blueprints are too easy to accidentally delete.
Hi Whilst reproducing https://forums.factorio.com/viewtopic.php?p=534460#p534460 I managed to accidentally delete a blueprint from my blueprint library. I started a new sandbox game and dragged a blueprint from my blueprint library to my toolbar. I then moved around the map to get closer to the edge...