Search found 180 matches

by planetmaker
Mon Feb 17, 2020 8:40 am
Forum: Balancing
Topic: More powerfull lights, better light profiles
Replies: 6
Views: 3945

Re: More powerfull lights, better light profiles

-nightvision; rather easily available and completely throws this aspect of the game out of the window, reducing all so-far placed lamps to cosmetic rubble (can still be used as signals); makes me wonder why nighttime was there to begin with. Yes, nightvision makes nighttime somewhat irrelevant wrt ...
by planetmaker
Sun Feb 16, 2020 3:20 pm
Forum: Ideas and Suggestions
Topic: Cliff explosives should undo placed landfill destroy ores
Replies: 14
Views: 5843

Re: Cliff explosives should undo placed landfill destroy ores

This would get more people unhappy (about lost resources) than happy (that you can get rid of ore patch). If you dislike resource patches you may fairly easy to mine them out. The lost of resources in for the most things kinda ok, if there will be situation where cliff is over ore patch, but you ca...
by planetmaker
Sun Feb 16, 2020 8:01 am
Forum: Ideas and Suggestions
Topic: Cliff explosives should undo placed landfill destroy ores
Replies: 14
Views: 5843

Re: Cliff explosives should undo placed landfill destroy ores

Removing land in general is an incredibly powerful defencive tool. Removing landfill, thus land which has been player-placed, falls in the same category, even when it is not as dramatic. Still it opens easy-peasy defence build-up around a lake: build a street to the other side, build poles, maybe un...
by planetmaker
Sat Feb 15, 2020 6:18 pm
Forum: General discussion
Topic: Any world settings or mods I should use to enhance gameplay without straying too far from the vanilla experience?
Replies: 7
Views: 2199

Re: Any world settings or mods I should use to enhance gameplay without straying too far from the vanilla experience?

I generally do recommend vanilla - and use those mods which solve an itch you have. For me that recently was like moar-radar and moar-grid which enhance radar range and the number of items which can be placed in the MK2 armour. I "need" that in my endgame to make building larger blueprints...
by planetmaker
Fri Feb 14, 2020 1:52 pm
Forum: Off topic
Topic: Run from ramdisk - offtopic
Replies: 21
Views: 12401

Re: Run from ramdisk

factorio writes to disk an awful lot during runtime, you can see this by monitoring something like `atop` on Linux, the WRDSK column shows 2.3GiB of writes after about 2 hours of uptime. i don't see why to ask why they want to run on ramdisk, instead, you can help by answering the actual question o...
by planetmaker
Fri Feb 14, 2020 11:17 am
Forum: Gameplay Help
Topic: requesting a clever way to store steam
Replies: 16
Views: 3267

Re: requesting a clever way to store steam

You're looking for an RS-latch. There's a design step-by-step description on one example in the circuit network cookbook in the wiki....
by planetmaker
Thu Feb 13, 2020 9:40 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.6] Biter clumping together
Replies: 10
Views: 6295

[Oxyd] [0.18.6] Biter clumping together

Find at [gps=-3194,-1199] and [gps=-3121,-1366] two biter and spitter party zones. They seem to exist there already for an eternity (probably several hours) and they make no effort to leave them. Bildschirmfoto von 2020-02-13 21-37-13.png savegame: https://cloud.planetmaker.de/index.php/s/dCWte4xnNq...
by planetmaker
Thu Feb 13, 2020 4:33 pm
Forum: Mod portal Discussion
Topic: Report stolen mods
Replies: 65
Views: 18594

Re: Report stolen mods

To help the situation I've implemented an extra step when adding a collaborator. First an invitation is sent, the recipient gets a notification and has to accept the invitation to become a collaborator. Only then a mod transfer is possible. Thank you. But that still leaves the ownership transfer wi...
by planetmaker
Thu Feb 13, 2020 3:50 pm
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 2556

Re: Could we make non-blocking-saving=true a default on Linux please?

Well, thanks for the hint. I shall try that locally on my PC - worked flawlessly yesterday. If that continues to fare well, I shall enable it on my server as well.... we shall see.
by planetmaker
Thu Feb 13, 2020 1:53 pm
Forum: Not a bug
Topic: [0.17.79] No white sciences packs.
Replies: 7
Views: 1796

Re: No white sciences packs.

After launching a rocket, I got 0 white sciences packs. I checked everything.. I researched them, putted a satellite in the rocket, I even tried in other versions of the game, disabled all mods, nothing worked.. Normally I never had this problem.. :/ Does anyone know anything about this? :( Did you...
by planetmaker
Thu Feb 13, 2020 1:21 pm
Forum: Gameplay Help
Topic: requesting a clever way to store steam
Replies: 16
Views: 3267

Re: requesting a clever way to store steam

If you just want a nuclear reactor which does not run all time, but just when needed: attach steam tanks to the pipes and/or turbines - the excess steam will be stored when there's too much and consumed when there's too little. You just have to make sure via circuit network that that no new fuel is ...
by planetmaker
Wed Feb 12, 2020 9:24 pm
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 2556

Re: Could we make non-blocking-saving=true a default on Linux please?

Is this a server-side option only? I was looking at settings the other day but did not find any such setting. No it does work both on client and server. I use it on my computer for example and it is amazing. No pauses during saving! It is in ~/.factorio/config/config.ini Ah, nice. I didn't realize ...
by planetmaker
Wed Feb 12, 2020 2:56 pm
Forum: Ideas and Suggestions
Topic: Could we make non-blocking-saving=true a default on Linux please?
Replies: 10
Views: 2556

Re: Could we make non-blocking-saving=true a default on Linux please?

Is this a server-side option only? I was looking at settings the other day but did not find any such setting.
by planetmaker
Wed Feb 12, 2020 9:20 am
Forum: Ideas and Suggestions
Topic: We need alien tech back!
Replies: 75
Views: 17192

Re: We need alien tech back!

I do believe it's a very nice idea - which suits certain play styles. As such it is an excellent idea for a mod. Nothing wrong with that and everyone happy?
by planetmaker
Tue Feb 11, 2020 9:42 pm
Forum: Duplicates
Topic: [0.18.5] Factorio freezes on zooming or scrolling with blueprint [solved in 0.18.6]
Replies: 4
Views: 1030

Re: [0.18.5] Factorio freezes on zooming or scrolling with blueprint [solved in 0.18.6]

posila wrote:
Tue Feb 11, 2020 9:34 pm
Thanks for the report.
It should be indeed fixed in 0.18.6: 81148
yes, confirmed. That fixes it. Thanks for the quick late-night fix!
by planetmaker
Tue Feb 11, 2020 9:16 pm
Forum: Duplicates
Topic: [0.18.5] Factorio freezes on zooming or scrolling with blueprint [solved in 0.18.6]
Replies: 4
Views: 1030

[0.18.5] Factorio freezes on zooming or scrolling with blueprint [solved in 0.18.6]

Duplicate of what was fixed in 0.18.6 I was changing between editor and normal play via /editor cmd command and in normal play scrolling the map, trying to place a newly created rather big blueprint which contains lots of landfill. The game freezes when I zoom-in during map navigation with the bluep...
by planetmaker
Tue Feb 11, 2020 2:28 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 201914

Re: Parrallel processing in games & applications

If you only have one game state like in a single-player game, you can like perfectly parallelize most stuff in one tick - as then it doesn't matter which of two inserters grabs an item and whether you produce a green circuit or a low density structure a result. However, factorio is a multi-player ga...
by planetmaker
Tue Feb 11, 2020 11:31 am
Forum: Won't fix.
Topic: [0.18.4] Chain signal oddity
Replies: 6
Views: 2336

Re: [0.18.4] Chain signal oddity

Thanks, I see where that comes from. Yet basically you are saying that the station has an implicit signal in-built. A signal which does exist under some circumstances, but not under others. And it never has any visual feed-back to the players. Also, the train does never change the actual path it tak...
by planetmaker
Tue Feb 11, 2020 10:28 am
Forum: Won't fix.
Topic: [0.18.4] Chain signal oddity
Replies: 6
Views: 2336

Re: [0.18.4] Chain signal oddity

Won't fix because i do not see what that behavior could break. This behavior is a consequence of the internals of waypoint logic. Train is allowed to pass rail chain signal if it can reserve all rail blocks up to a train stop, in this case - up to a blue train stop waypoint. Reservation happens due...
by planetmaker
Mon Feb 10, 2020 9:42 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: 450 SPM factories
Replies: 0
Views: 2646

450 SPM factories

For easy expansion* of my base, I created blueprints for each science which are fed from the main bus with all required materials. Required inputs are iron and copper plates, green, red and blue circuits, steel, stone, coal, plastics, rocket fuel, batteries, sulfur, bricks and lubricant. Each of the...

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