Search found 1644 matches
- Fri Jun 14, 2024 6:14 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 54
- Views: 5609
Re: Friday Facts #415 - Fix, Improve, Optimize
For huge saves, it would be nifty if the delta from the last save could be sent instead of having to download the entire save, given that we know the last time any given player was last connected; perhaps a utility that builds and maintains a set of delta files between saves allowing any player to ...
- Fri Jun 14, 2024 5:56 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 54
- Views: 5609
Re: Friday Facts #415 - Fix, Improve, Optimize
Even if you are right. "jobs look for bots" - then each job always check the status of bots in the personal roboport first, then goes into queue of jobs for full searching. My understanding is that it looks for the closest unassigned bots first. Those are likely to be your personal constr...
- Sun May 26, 2024 3:39 am
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 136
- Views: 33464
Re: 2.0 Release Date
After a year off I'm about to come back and play some more Factorio, but I see 2.0 is due any day based on the blog, is there a firm release date set yet? I'm expecting release is at least a month away, (probably more like 3-4, maybe longer), so plenty of time to finish a game or 2, unless you expe...
- Fri Apr 26, 2024 2:50 pm
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 153
- Views: 18026
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Are there any other statistics improvements you can think about for 2.0? Personally my biggest request is to make the contents of the search bar sticky. If I'm using the production statistics window, most of the time I'm checking production of an item against either consumption or some target amoun...
- Thu Jan 18, 2024 1:54 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 51115
Re: Friday Facts #393 - Putting things on top of other things
Not gonna lie, I do not vibe with the graphic aspect of stacking at all. Something about building tall towers of loose and/or unwieldy times makes me uneasy. This will be one of parts of this update that I hope will be modded soon I agree that stacking probably only makes sense for some items. eg p...
- Fri Dec 08, 2023 11:47 pm
- Forum: Technical Help
- Topic: Factorio does not launch
- Replies: 22
- Views: 2136
Re: Factorio does not launch
I don't use the Steam cloud very much, but the cloud icon beside Factorio with the little yellow/orange dot makes me think that steam is having trouble syncing your cloud saves. If that is the case, then Steam might be waiting for those to finish syncing before launching Factorio.
- Fri Oct 13, 2023 11:52 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 33153
Re: Friday Facts #380 - Remote view
The only thing I dislike about the recent FF, is how long I still need to wait before I can play with all the new cool stuff.
- Fri Sep 29, 2023 6:54 am
- Forum: General discussion
- Topic: Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
- Replies: 8
- Views: 2296
Re: Do we actually need Pipes to be non-directional? (Looking at Captain of Industry)
Factorio allegedly has huge problems with simulating how fluids flow in Pipes. It costs a lot of CPU and it doesn't always work as one would intuitively assume. At one point the devs talked about giving the fluid systema re-work, but that was apparently dropped. Do you have specific examples of pro...
- Fri Feb 17, 2023 5:34 am
- Forum: Gameplay Help
- Topic: Can Steam power be prioritized?
- Replies: 14
- Views: 2668
Re: Can Steam power be prioritized?
I haven't needed to do this in quite a while, but from memory steam power is used before accumulators overnight, so a small steam power plant will get rid of excess wood. You can also add some steam tanks, and extra steam engines, so the boilers can run most of the day.
- Sat Jan 28, 2023 10:09 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 151347
- Mon Dec 19, 2022 4:11 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 151347
Re: [MOD 1.1] Sea Block Pack 0.5.11
I'm wondering whether the FNEI issue is because of confusion between the "Sea Block" mod, and the "Sea Block Pack" mod.
I think the first contains the Sea Block changes, and depends the required mods, whilst the second also pulls in other recommended mods, like FNEI.
I think the first contains the Sea Block changes, and depends the required mods, whilst the second also pulls in other recommended mods, like FNEI.
- Sun Dec 04, 2022 10:55 pm
- Forum: Releases
- Topic: Version 1.1.73
- Replies: 10
- Views: 11416
Re: Version 1.1.73
Well, this is rather unfortunate news. The unloader pictured below was really nice to have, even if it didn't work in all directions. I always clocked that unloader when I wanted maximum throughput; with clocked box-to-belt inserters it can still do three full belts. As a bonus, it'll do a much bet...
- Fri Dec 02, 2022 8:04 am
- Forum: Releases
- Topic: Version 1.1.73
- Replies: 10
- Views: 11416
Re: Version 1.1.73
Well, this is rather unfortunate news. The unloader pictured below was really nice to have, even if it didn't work in all directions. Now, it doesn't work in any direction. It's borderline impossible to get a full 3 blue belts out of a wagon on one side when you have the buffer chests between the i...
- Mon Nov 28, 2022 1:12 am
- Forum: Gameplay Help
- Topic: How to transfer lab. to lab.a science package (with full efficiency)?
- Replies: 4
- Views: 1179
Re: How to transfer lab. to lab.a science package (with full efficiency)?
I look at that setup and I think that the stack inserters transferring between labs are likely to empty the source lab of science packs on a regular basis. Think about it this way. When the top lab is getting low on red science flasks, the stack inserter will grab a handful of red science flasks fro...
- Sat Nov 26, 2022 8:29 am
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 26634
Re: Friday Facts #371 - Apple Silicon
Cool news. Great for people with the relevant Apple hardware. But my main reason for commenting to to say that the image on the steam news post is So Cool. I'm surprised that wasn't also in the blog post. https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//12002589/f21e9d6b4db...
- Wed Sep 14, 2022 4:49 am
- Forum: Technical Help
- Topic: Constant freezing and stuttering
- Replies: 2
- Views: 1216
Re: Constant freezing and stuttering
HI
I'm going to suggest you try turning your graphics settings down a bit. From the screenshot, it looks like it is stuttering somewhere during rendering.
You might also want to close other programs, as you only have 8GB ram, and most of that is already in use before Factorio even start loading.
I'm going to suggest you try turning your graphics settings down a bit. From the screenshot, it looks like it is stuttering somewhere during rendering.
You might also want to close other programs, as you only have 8GB ram, and most of that is already in use before Factorio even start loading.
- Sat Sep 03, 2022 3:31 pm
- Forum: Gameplay Help
- Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
- Replies: 38
- Views: 9031
Re: How common is it to deconstruct EVERYTHING and start over late-mid game?
I'm pretty sure that two way tracks need chain signals. Hi Zavian, They dont ;) I m using 80 trains at the moment without any problems without chain signals. 80 trains on two way tracks? And not just on separate isolated tracks for one train each? If so I'd like to see the map. Or are you using the...
- Sat Sep 03, 2022 12:24 pm
- Forum: Gameplay Help
- Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
- Replies: 38
- Views: 9031
Re: How common is it to deconstruct EVERYTHING and start over late-mid game?
You can't have any normal signal on any two-way track. That will always deadlock eventually. You can only use chain signals there. I have to disagree slightly. There are other possible ways to prevent deadlock, eg by using the circuit network to control train departures and/or marshal trains before...
- Sat Sep 03, 2022 8:00 am
- Forum: Gameplay Help
- Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
- Replies: 38
- Views: 9031
Re: How common is it to deconstruct EVERYTHING and start over late-mid game?
Leave 1 railway width space between these 2 tracks, ..... Oh and btw, I see you use the blue signals. I am almost only using the first signal, except at some parts in my station. Personally I recommend two railway width spaces (4 tiles) between the tracks. Regarding chain signals, there are places ...
- Sat Sep 03, 2022 7:44 am
- Forum: Gameplay Help
- Topic: How common is it to deconstruct EVERYTHING and start over late-mid game?
- Replies: 38
- Views: 9031
Re: How common is it to deconstruct EVERYTHING and start over late-mid game?
I think it is pretty common for new players to be unhappy with how they laid out their first bases or two. That is just part of learning the game. Even experienced players wanting to build a large base often build a starter base, use that to do most of the research, then build their large base. Pers...