Search found 166 matches
- Sun Mar 17, 2019 12:58 pm
- Forum: Not a bug
- Topic: [0.17.14] Low Density Structure inventory count not updating
- Replies: 7
- Views: 2245
Re: [0.17.14] Low Density Structure inventory count not updating
note the text colors: White - you have the items in the ready to use state Orange - you have the materials to make the missing items, will auto queue them up if you try to craft it with no red text on others Red - requirement can't be met by auto-handcrafting the missing items the screenshot you sho...
- Thu Mar 07, 2019 4:12 pm
- Forum: Not a bug
- Topic: [0.17.4] Unable to craft Green/Red wire with barely enough ingredients
- Replies: 2
- Views: 716
Re: [0.17.4] Unable to craft Green/Red wire with barely enough ingredients
To clarify further, it is enough materials, but the auto crafting of the parts is where the friction comes in, it tries to make the circuit, taking 2 copper to make 4 wires, then tries to make the last wire without taking into account the remainder from the circuit. It is craftable, but manual order...
- Thu Feb 28, 2019 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.2] Station reads train while not in station
- Replies: 1
- Views: 547
[kovarex] [0.17.2] Station reads train while not in station
While attempting to create a sushirail/abomination, I ran into a couple strange and most likely related issues. The setup is a loop of track, all stops the same name, normal signals after each stop, several small trains with 2 stops listed, same name, same wait conditions. 1. if a train has to wait ...
- Wed Feb 06, 2019 11:33 pm
- Forum: Not a bug
- Topic: Setting a train's time passed condition forces the train to leave the station
- Replies: 2
- Views: 1125
Re: Setting a train's time passed condition forces the train to leave the station
does it still leave if you simply add a 0 to the end of the number, if not, I suspect it updates the number while you are typing it, ie. it gets the 1 before you finish with the 0s.
- Sun Jan 20, 2019 7:26 pm
- Forum: Technical Help
- Topic: Bad game performance on Windows compared to Linux with AMD GPU
- Replies: 7
- Views: 3317
Re: Bad game performance on Windows compared to Linux with AMD GPU
a couple thoughts come to mind with this, does the performance improve by setting the GPU to stay at the higher speed in windows(if possible to set)? also, I think you'd be surprised(probably appalled) at how much background CPU usage there is in windows vs linux
- Sun Jan 20, 2019 12:40 am
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 6432
Re: Very few bots are utilized for construction jobs (Modded AB Game)
I'm curious, if you have more than your bots in close ghosts, does the utilization drop to the lower amount after the initial burst?
edit: just checked the GIFs, that is very odd
edit: just checked the GIFs, that is very odd
- Sat Jan 19, 2019 4:19 am
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 6432
Re: Very few bots are utilized for construction jobs (Modded AB Game)
Do you happen to have lots of other constructions going on in other parts of the factory when this happens?
- Sat Dec 01, 2018 6:29 pm
- Forum: Minor issues
- Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
- Replies: 10
- Views: 3449
Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Sounds like the entity state is saved, then only updated on changes from there. Bet it would update if you poked it with a module or changed the recipe. edit: had a moment to test it, the crafting speed updates on load, but the issue sticks until the recipe is changed, that would indicate some cache...
- Fri Nov 30, 2018 2:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I have sent over 50,000 satellites.
- Replies: 41
- Views: 30185
Re: I have sent over 50,000 satellites.
simple, batch the insertion of the satellite by controlling the inserters instead
- Thu Nov 08, 2018 6:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Very fast mining drill destroys resources.
- Replies: 2
- Views: 1121
Re: [0.16.51] Very fast mining drill destroys resources.
speculation: exceeding 2 item a tick output and input being reduced correctly, but output clamping to 1/tick not counting productivity
- Sun Oct 28, 2018 10:02 pm
- Forum: Technical Help
- Topic: Game hesitates every few seconds
- Replies: 3
- Views: 1702
Re: Game hesitates every few seconds
I had a similar issue a while back, resolved it by trying out the different atlas sizes in video options.
- Sat Oct 27, 2018 5:06 pm
- Forum: Technical Help
- Topic: processor requirement
- Replies: 5
- Views: 1700
Re: processor requirement
Looks like a pretty balanced setup, you'd probably hit the limit of memory capacity before CPU performance becomes an issue. The VRAM will limit to the normal resolution sprites, but that just means you can get better image quality should you upgrade your system later on, though at that point it wou...
- Sat Oct 27, 2018 4:01 pm
- Forum: Technical Help
- Topic: processor requirement
- Replies: 5
- Views: 1700
Re: processor requirement
A CPU of that speed would likely be able to play through the game to the "win", though I would recommend you post the rest of the system specs so a proper discussion of what your game experience would likely be can be had.
CPU model
RAM size and speed
GPU and VRAM size
Display resolution
CPU model
RAM size and speed
GPU and VRAM size
Display resolution
- Fri Sep 14, 2018 1:29 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 117509
Re: Friday Facts #260 - New fluid system
A couple thoughts come to mind regarding nuclear as mentioned.
Which pipe system was the bigger performance hog? (fluids vs heat)
If something like this gets implemented for heat pipes, will probably need to have reactors combine for calculations due to the grid layout.
Which pipe system was the bigger performance hog? (fluids vs heat)
If something like this gets implemented for heat pipes, will probably need to have reactors combine for calculations due to the grid layout.
- Fri Aug 31, 2018 1:20 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Count perfect 3x3 Balancer (no loops)
- Replies: 4
- Views: 8387
Re: Count perfect 3x3 Balancer (no loops)
it looks like the last splitters are pulling 50/50 when they should theoretically be 33/66.
I wonder if it could be fixed by having the splitter prioritize the red input.
I wonder if it could be fixed by having the splitter prioritize the red input.
- Tue Aug 21, 2018 12:52 pm
- Forum: Not a bug
- Topic: [0.16.51] Boiler bug
- Replies: 2
- Views: 1201
Re: [0.16.51] Boiler bug
if you look at the miner, you'll see it has a triangle indicating the output, you need to have something that can receive the items in the tile next to it, a box, belt, or furnace
- Sun Aug 19, 2018 1:52 am
- Forum: General discussion
- Topic: Trees in spaces the avatar can't fit
- Replies: 3
- Views: 1927
Re: Trees in spaces the avatar can't fit
I was asking as your screenshot is of a visibly modded game, something is probably different about these trees, most likely a tiny collision box.
I've never seen this happen in vanilla.
I've never seen this happen in vanilla.
- Sat Aug 18, 2018 6:11 pm
- Forum: General discussion
- Topic: Trees in spaces the avatar can't fit
- Replies: 3
- Views: 1927
Re: Trees in spaces the avatar can't fit
do you perhaps have a mod that makes it easier to walk through forests?
- Mon Aug 13, 2018 1:04 pm
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 31
- Views: 92598
Re: Is it possible to input balance a single belt's lanes?
I suspect the reason for the current design is so they can be built side by side without undergrounds interfering with each other.
- Fri Aug 10, 2018 3:20 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 53298
Re: Friday Facts #255 - Construction tools
if you look closely at the upgrade gif, you'll see that it auto downgraded a belt that was already red back to yellow