Search found 492 matches
- Tue Feb 23, 2021 11:47 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3877
- Views: 1238595
Re: Bugs & FAQ
With that, I could easily duplicate every ore infinitely and deep core mining ore mining, in general, would be completely pointless in my opinion. So is that intended like that? What is and does Astroid Mining? It allows to send the rockets in the endgame into space and they will return like astero...
- Thu Feb 11, 2021 1:34 am
- Forum: Technical Help
- Topic: Research Que resets on restart
- Replies: 9
- Views: 2171
Re: Research Que resets on restart
Looks like there's a report about it in the mods discussion page already: https://mods.factorio.com/mod/grey-goo/ ... 673414809a
Looks like they're resetting the entire force for some reason, when from the function name all they wanted to do was reset the map.
Looks like they're resetting the entire force for some reason, when from the function name all they wanted to do was reset the map.
- Tue Feb 09, 2021 3:04 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132561
Re: Version 1.1.0
Pretty sure they're referring to the fact that the icon for military 1-4 technologies include the rail gun among the other weapons they show - middle of the left side.
- Mon Feb 08, 2021 6:13 am
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 3603
Re: Show maximum stack size of an item in the crafting tooltip
Would be nice to have this info somewhere. As is, I end up using the prototypes explorer to look up stack sizes for things.
- Sun Feb 07, 2021 9:42 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 19140
Re: Is the Fluid Rework still planned?
Pipes are very expensive CPU-wise. Megafactory builds often try to avoid nuclear power because of the CPU burden of the fluid simulation that it adds. This is because a fairly complicated calculation needs to be performed on each pipe, whereas many other things can be optimized with timers and such...
- Sat Feb 06, 2021 11:14 pm
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 19140
Re: I won't be kept silent about this forgotten gem: Liquid Mechanics Rework
Hello. Nowhere did I see how this is going get tackled but we all were once promised UPS/FPS friendly Liquid Mechanics rework. So what happened? Fluid UPS optimisations (multithreading) have been in the game since 0.17: https://factorio.com/blog/post/017-stable https://factorio.com/blog/post/fff-27...
- Mon Feb 01, 2021 8:04 am
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 11150
Re: Come up with new infinite research
Honestly i dont like the idea about removing evolution cap. Factorio is not a war game (for me). I prefer QoL, not "research me or lose". I'm pretty sure you can get all achievements with peaceful mode on, except trigger attack of course. Why invest so much engineering effort in a feature...
- Sat Jan 30, 2021 11:01 pm
- Forum: Modding help
- Topic: I'm having trouble changing textures, but numeric properties work fine
- Replies: 4
- Views: 955
Re: I'm having trouble changing textures, but numeric properties work fine
I ALWAYS forget that LUA arrays are 1 indexed. If you're looking at it's icon in the crafting menu, I believe that's taken from the item form of the lamp - data.raw.items["small-lamp"]. So you'd need data.raw.items["small-lamp"].icon = iconpath.."small-lamp.png" IN ADDI...
- Sat Jan 30, 2021 9:43 pm
- Forum: Modding help
- Topic: I'm having trouble changing textures, but numeric properties work fine
- Replies: 4
- Views: 955
Re: I'm having trouble changing textures, but numeric properties work fine
lamp.picture_on.layers[0].filename = entitypath.."lamp-light.png" lamp.picture_on.layers[0].hr_version.filename = entitypath.."hr-lamp-light.png" The picture_on property of lamps doesn't have a layers property that I can see in data.raw, as it uses a single set of definitions. T...
- Sat Jan 30, 2021 9:14 pm
- Forum: Technical Help
- Topic: Game crashes when i launch rocket
- Replies: 4
- Views: 1170
Re: Game crashes when i launch rocket
Been posted before, just a few posts down. Try the fix posted in viewtopic.php?p=527266#p527266
That should reset the script files in the save to the current versions and resolve the issue.
That should reset the script files in the save to the current versions and resolve the issue.
- Sat Jan 30, 2021 9:10 pm
- Forum: Technical Help
- Topic: Our game won´t show the endgame screen
- Replies: 4
- Views: 924
Re: Our game won´t show the endgame screen
Did you try: https://forums.factorio.com/92500 ? Our server does not show this error The files included in that fix are what controls the end game victory screen. If it's messed up for some reason it could cause the issue you're seeing. Performing the steps in that thread can sometimes force the ga...
- Sat Jan 30, 2021 8:39 pm
- Forum: General discussion
- Topic: the zen of factorio code
- Replies: 8
- Views: 2796
Re: the zen of factorio code
A site filtered google search will probably find most of the ones you're looking for: https://www.google.com/search?q=site%3A ... timization
- Sat Jan 30, 2021 8:35 pm
- Forum: Releases
- Topic: Version 1.1.19
- Replies: 31
- Views: 28850
Re: Version 1.1.19
After a recent autosave crash I got these errors on startup, not sure if it's related "Failed to load the player data file. Campaign progress might be lost." "Failed to load local achievement data. Local achievements might be lost." I've disabled autosave for now. Hopefully that...
- Sat Jan 30, 2021 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Drag placing power pole from out of reach places pole immediately once in reach
- Replies: 1
- Views: 1826
[kovarex] [1.1.19] Drag placing power pole from out of reach places pole immediately once in reach
What When using the drag placing functionality of power poles, and starting by clicking on an existing pole that is out of range, a pole is immediately placed once the cursor enters player building range, instead of following the 'normal' rules of waiting for max connection distance or leaving no u...
- Sat Jan 30, 2021 6:52 am
- Forum: Ideas and Suggestions
- Topic: Mod Presets
- Replies: 3
- Views: 951
Re: Mod Presets
Already been suggested in many other threads, like viewtopic.php?f=66&t=53696
Note that you can already quickly match your mod list and settings to a saved game by using the 'Sync mods with save' button in the top right of the Load Game window.
Note that you can already quickly match your mod list and settings to a saved game by using the 'Sync mods with save' button in the top right of the Load Game window.
- Fri Jan 29, 2021 7:42 pm
- Forum: News
- Topic: Friday Facts #364 - 1.1 stable
- Replies: 57
- Views: 36364
Re: Friday Facts #364 - 1.1 stable
Has zstd (trained) been considered for compression? It offers pretty big gains for the types of data factorio saves consist of. It came up in the reddit thread for that update: Compressor improvements. Specifically; compressing on multiple threads. And I thought about other compressors briefly but ...
- Sun Jan 24, 2021 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.15] Prototype GUI current search not applied when mod filter changed
- Replies: 4
- Views: 2289
[Rseding91] [1.1.15] Prototype GUI current search not applied when mod filter changed
What When using the Prototype GUI, and having searched for a particular term, if you then select a mod from the filter list (or change the mod filter if one is set), the results show all results from that mod, without taking the search into account. What Happens searched.PNG filtered.PNG researched...
- Sat Jan 23, 2021 7:36 pm
- Forum: General discussion
- Topic: Come up with new infinite research
- Replies: 34
- Views: 11150
Re: Come up with new infinite research
Vehicle power. We have braking force research on trains. Why not more vroom? After ludicrous research, a train can simply burn an entire stack of rocket fuel in the first tick after leaving the station and then brake the entire way to the next stop at near light speed. This kills the engineer. It'd...
- Sat Jan 23, 2021 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Client and host based mods
- Replies: 7
- Views: 2430
Re: Client and host based mods
Mods that only replace graphic files like the reddit poster did wouldn't break determinism. If they did, the edits they made wouldn't allow them to play MP games - they'd have desynced. Whether or not you could change the actual prototype animation properties without issue I don't know - depends on ...
- Sat Jan 23, 2021 6:48 pm
- Forum: Releases
- Topic: Version 1.1.14
- Replies: 14
- Views: 14443
Re: Version 1.1.14
Improved save-game speed by up to 2x depending on the save file size. Not gonna lie, I would LOVE to see a writeup on how you managed this. (and the current roadmap/status in general. Been missing the FFF more than I thought I would.) Comment on the update post on the subreddit said it was multithr...