Search found 2703 matches
- Thu Sep 28, 2017 7:32 pm
- Forum: Outdated/Not implemented
- Topic: Alternative to Inserters - Direct Resource Intake Gate
- Replies: 6
- Views: 4037
Re: Alternative to Inserters - Direct Resource Intake Gate
Moved to Outdated/Not implemented. You want something like this: https://www.factorio.com/blog/post/fff-128 (scroll down to "Loader") It acts like an inserter (in regard to where it takes stuff from and where it puts it), but is able to transport items as fast as transport belts can handl...
- Thu Sep 28, 2017 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Mods Profile Option
- Replies: 7
- Views: 3234
Re: Mods Profile Option
See this subforum: Tools < Mod-/Installation-Handling
- Thu Sep 28, 2017 7:07 pm
- Forum: Not a bug
- Topic: [0.15.35] Crashes and bad perf previewing/working larger BPs
- Replies: 8
- Views: 2644
Re: [0.15.35] Crashes and bad perf previewing/working larger BPs
I tested it and it did not crash, but used up to 10.1 GB of RAM on that map. It probably crashes if you have less, but that's not (directly) Factorio's fault. It's not related to mods either - all my analysis was done on vanilla. The performance was very, very low while handling the 1024-belt-balanc...
- Thu Sep 28, 2017 6:19 pm
- Forum: Technical Help
- Topic: [RESOLVED] 'Configuration file has invalid contents'
- Replies: 2
- Views: 1415
Re: 'Configuration file has invalid contents'
This is a config file from 0.14 and you're trying to load it in 0.15. From the 0.15.0 changelog: Configuration Configuration has been reset. Since 0.15 Factorio checks if the first line is ; version=2 If it's not, then the config is invalid and has to be regenerated. You can workaround this by addin...
- Thu Sep 28, 2017 5:54 pm
- Forum: This Forum
- Topic: Staff work times
- Replies: 9
- Views: 2982
Re: Staff work times
Well as far as I have seen the core dev team and all moderators are European (I don't know about Loewchen, but the name sounds German). So the largest time difference would be 2 hours I think. But there are remote devs from the US too, this is where the real time difference knocks in. All moderator...
- Thu Sep 28, 2017 5:42 pm
- Forum: Technical Help
- Topic: Low FPS only as Multiplayer Client
- Replies: 2
- Views: 2396
Re: Low FPS only as Multiplayer Client
The log is from your friend, he is hosting (UPC Switzerland) and you are joining (Swisscom). You mentioned that there are no issues if he is hosting and others join (as in the log file), but there are issues if he joins the Nitrado server. That log from your friend when playing on the server might b...
- Thu Sep 28, 2017 2:20 am
- Forum: Pending
- Topic: 4K FPS is really poor
- Replies: 13
- Views: 7254
Re: 4K FPS is really poor
Can you post your log? The log file might also help us, it details your system configuration, Factorio graphics settings and mods used. The log file is still missing. Do you also have these issues when playing purely vanilla without any mods? EDIT: Is the 4K screen the only monitor you have plugged...
- Wed Sep 27, 2017 11:22 pm
- Forum: Pending
- Topic: 4K FPS is really poor
- Replies: 13
- Views: 7254
Re: 4K FPS is really poor
Do you play with high resolution graphics enabled? I think Factorio sets that as default if you have >= 2GB VRAM and >= 8GB RAM, I'm not sure though if that also applies if you play with mods. Try setting the sprite resolution to normal if it isn't already. If it's a VRAM issue then changing the vid...
- Wed Sep 27, 2017 11:10 pm
- Forum: This Forum
- Topic: Staff work times
- Replies: 9
- Views: 2982
Re: Staff work times
I can't speak for the staff (Factorio/Wube employees) or other moderators, but for me personally: I started moderating the forums 2 years ago because at that time there were a lot of bots/spammers around. It also helped that I was in-between jobs at that time and had a lot of free time and frequentl...
- Wed Sep 27, 2017 6:24 pm
- Forum: Questions, reviews and ratings
- Topic: Protocol for updated mod?
- Replies: 2
- Views: 1337
Re: Protocol for updated mod?
I see you already updated the thread (https://forums.factorio.com/41199), this is the recommended procedure. Since you are the thread starter you can edit the contents of the first post and the thread title itself. You can also add a new post to that thread mentioning that you updated it and highlig...
- Sun Sep 24, 2017 2:07 pm
- Forum: Multiplayer
- Topic: Newbie looking for some MP action (Eng/Ger)
- Replies: 4
- Views: 1897
Re: Newbie looking for some MP action (Eng/Ger)
Since we are a german group i'll write mire details in German than in English and hope to be in compliance with the rules anyhow. The "English only" rule doesn't apply to the Multiplayer subforum - you can write in another language as much as you want :) Die "Nur Englisch"-Regel...
- Sat Sep 23, 2017 2:43 pm
- Forum: Duplicates
- Topic: [0.15.34] UI issue - unable to see all side panel
- Replies: 2
- Views: 1316
Re: [0.15.34] UI issue - unable to see all side panel
I'm moving this to duplicates since a similar bug report is already assigned: [Twinsen] [for 0.16] [0.15.27] weapon slot covers object info In the meantime you can use the Minimap autohide or Picker Extended mods to hide the minimap when hovering over a chest/combinator, giving you more space to see...
- Sat Sep 23, 2017 2:34 pm
- Forum: Modding help
- Topic: Entity that is only placeable on another entity
- Replies: 7
- Views: 2534
Re: Entity that is only placeable on another entity
Only functionality like this in the game at the moment is with resouces and mining drills what about upgrading entities like assembly machines? I can place mk2 on mk1, but obv I cannot place mk2 on a ...furnace lets say... how the game knows what i'm trying to build on? is there a method written fo...
- Sat Sep 23, 2017 1:38 pm
- Forum: Modding help
- Topic: How to add resource to new resource category?
- Replies: 2
- Views: 1110
Re: How to add resource to new resource category?
Moved from Modding interface requests to Modding help. crude-oil has this in the resources.lua: category = "basic-fluid", The other resources don't have such a line, so I assume the default value is basic-solid , since the vanilla game only has basic-solid and basic-fluid as resource cate...
- Sat Sep 23, 2017 12:01 pm
- Forum: Gameplay Help
- Topic: Logiistic robot charging point
- Replies: 1
- Views: 3258
Re: Logiistic robot charging point
Question : How is decided where a spcific robot will be charged ? Go to https://wiki.factorio.com/Robotic_network and scroll down to the bottom. Choosing the post for charging Normally a robot flies to the nearest roboport to recharge. If the queue on that roboport is too long, they eventually choo...
- Sat Sep 23, 2017 9:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Crash on start, "Too big source bitmap"
- Replies: 5
- Views: 1916
Re: [0.15.34] Crash on start, "Too big source bitmap"
It should be resolved by a restart of your PC, or you can right-click on Factorio in your Steam library, then choose Properties, then select 'Set launch options' and enter --force-opengl https://forums.factorio.com/download/file.php?id=19297 Make sure your graphics drivers are up-to-date, if you can...
- Sat Sep 23, 2017 8:42 am
- Forum: Technical Help
- Topic: crash on start
- Replies: 1
- Views: 775
Re: crash on start
The current version is 0.15.34, in the Factorio Betas dropdown choose NONE or 0.15.x to update to it. If you never entered any beta you should already be at 0.15.34.
Please post your Log file (factorio-current.log), it should be in your home folder in the ~/.factorio directory.
Please post your Log file (factorio-current.log), it should be in your home folder in the ~/.factorio directory.
- Sat Sep 23, 2017 8:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.34] Crash on start, "Too big source bitmap"
- Replies: 5
- Views: 1916
Re: [0.15.34] Crash on start, "Too big source bitmap"
Please post your complete Log file (factorio-current.log), because it includes your PC specs and Factorio startup parameters.
Also try restarting your PC.
Also try restarting your PC.
- Sat Sep 23, 2017 6:58 am
- Forum: Energy Production
- Topic: Lowered Power Consumption by Cycling Radars
- Replies: 6
- Views: 4984
Re: Lowered Power Consumption by Cycling Radars
For cycling radars I would do the following: factorio-radar-cycle.png Combinators (all arithmetic unless otherwise stated): Combinator 1: A + 1 = A (timer that counts ticks, output goes to input) Constant Combinator (C): P = 1800 (30 seconds), R = 10 (number of radars) Combinator 2: P / R = D (numbe...
- Thu Sep 21, 2017 6:30 pm
- Forum: Technical Help
- Topic: Steam and Official Factorio Page
- Replies: 1
- Views: 953
Re: Steam and Official Factorio Page
Moved to Technical Help. There is only one multiplayer service for both Website and Steam versions, you don't need to buy an extra copy. You should be able to connect your Steam account with your Factorio account on the profile page after you have logged in to the Factorio website, click on the your...