Search found 517 matches
- Fri Sep 27, 2024 8:42 am
- Forum: Ideas and Requests For Mods
- Topic: Can you help me?
- Replies: 3
- Views: 382
Re: Can you help me?
Like DarkShadow44, I also think tutorials and understanding are more useful. Amongst other resources, there are many discussions about railway setup in these forums: if you have questions/problems that you can't find the answers/solutions to, you are likely to get a useful response by posting. For m...
- Thu Sep 19, 2024 3:11 pm
- Forum: Technical Help
- Topic: How big is the Steam performance hit?
- Replies: 2
- Views: 418
Re: How big is the Steam performance hit?
The CPU overhead of the ingame steam overlay, while it isn't showing? I would say zero. Nothing. Additionally, modern CPUs have more CPU cores Factorio is able to use, so if the overlay wakes up to check if it has nothing to do, this would take place on some core that hasn't anything to do anyway. ...
- Wed Sep 18, 2024 3:55 pm
- Forum: Technical Help
- Topic: Blueprints don't follow steam user
- Replies: 1
- Views: 173
Re: Blueprints don't follow steam user
There is an option "Enable blueprint library Cloud Sync" in Settings -> Other which is disabled by default. However, there are circumstances where your remote blueprint library will be silently overwritten with an empty one, contrary to any reasonable expectation. I have seen numerous repo...
- Mon Sep 16, 2024 3:04 pm
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 3946
Re: How much more the devs get if I buy through the website?
Only if they get all the money from the sale, which they surely won't, and the cost to the purchaser is the same, which it doesn't seem to be for me.
- Thu Sep 12, 2024 9:56 am
- Forum: Gameplay Help
- Topic: Do I remove the chain signals in the middle?
- Replies: 2
- Views: 442
Re: Do I remove the chain signals in the middle?
A slightly different way of looking at things but I think essentially the same as Kyralessa wrote: Using unidirectional track, the basic approach I use for signalling a junction starts by placing a chain signal at every entrance and a rail signal at every exit. Entrances are the points before the fi...
- Sat Sep 07, 2024 5:43 pm
- Forum: Duplicates
- Topic: Character Movement
- Replies: 2
- Views: 242
Re: Character Movement
FWIW I see the same behaviour. Other games behave differently with the same keys so I don't think it's a hardware limitation. The simplest explanation I can think of is input handling along the lines of "if up pressed then move up, else if down pressed then move down".
- Thu Sep 05, 2024 11:28 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 206
- Views: 69936
Re: The order of construction
Let the drones build, starting from the closest objects to the hero. Ending with the most distant ones. The player, by moving around the area, could speed up the construction of the highest priority objects. This would reduce the construction time and reduce the load on the video card. To deal with...
- Wed Sep 04, 2024 10:14 pm
- Forum: Ideas and Suggestions
- Topic: Searching many stations is painful, please remember search value.
- Replies: 1
- Views: 209
Re: Searching many stations is painful, please remember search value.
Related: Persistent trains dialog box, Back button on Trains interface.
The root problem is that state is lost when the window closes, leading to (to quote myself) tiresome repeated navigation.
The root problem is that state is lost when the window closes, leading to (to quote myself) tiresome repeated navigation.
- Mon Sep 02, 2024 1:21 pm
- Forum: Technical Help
- Topic: [1.1.87] Map download speed slower since upgrading internet connection
- Replies: 15
- Views: 1004
Re: [1.1.87] Map download speed slower since upgrading internet connection
We've never actually had anyone connect that didn't already have the mods installed but presumably the sync function will take care of all that. ...All except LogisticTrainNetwork which shows as "No release". Having sat and watched the map download, it actually starts at 2MBps but then fa...
- Mon Sep 02, 2024 10:44 am
- Forum: Ideas and Suggestions
- Topic: Placing pipes next to each other
- Replies: 29
- Views: 15479
Re: Non-connectable pipes
Almost the same: Directional pipe placement
- Sat Aug 31, 2024 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Locomotives to provide driving power in both directions
- Replies: 6
- Views: 621
Re: Locomotives to provide driving power in both directions
While it's a valid request for Factorio, it's not always been the case that locomotives in the real world are bidirectional. If you ask chatgpt for details about that, you learn that steam locomotives are unidirectional with a few exceptions for special demand such as shunting locomotives or for ra...
- Sat Aug 31, 2024 2:01 pm
- Forum: Gameplay Help
- Topic: Why doesn't this "simple" dynamic train limit combinator setup work?
- Replies: 4
- Views: 538
Re: Why doesn't this "simple" dynamic train limit combinator setup work?
Wow is it really possible with just 2 combinators? By using 2 constants for limit specifications? Helper? What does this mean? I am a bit lost. FWIW the (relatively) simple setup I came up with (though it wouldn't surprise me if it was a "reinvention") uses three arithmetic combinators (A...
- Wed Aug 28, 2024 6:16 am
- Forum: Ideas and Suggestions
- Topic: Circuit Detection of Train with Destination Full
- Replies: 3
- Views: 438
Re: Circuit Detection of Train with Destination Full
Don't get me wrong, its possible to infer by listening to rail signals and correlating with the train ID channel. But all such methods are guaranteed to have transient false positives each time a train leaves / arrives, and cannot be made tick perfect. These are unequivocal statements that I think ...
- Sat Aug 10, 2024 9:04 am
- Forum: Ideas and Requests For Mods
- Topic: Is there a tooltip clear delay mod?
- Replies: 1
- Views: 253
Re: Is there a tooltip clear delay mod?
I could be wrong but I doubt a mod can add a delay before an entity tooltip is removed. You can however disable "Entity tooltips on the side" in Interface settings, which may make it easier for you to track something that is moving. Or, if you are unconcerned about achievements, you can sw...
- Sun Aug 04, 2024 1:01 pm
- Forum: Gameplay Help
- Topic: Help with my setup, please tell me whats wrong
- Replies: 5
- Views: 967
Re: Help with my setup, please tell me whats wrong
Which side of the inputs is fed coal and which is fed iron ore does not matter. What matters is that you will need 3 kinds of inserters. Long inserters, regular inserters (or fast), and filter inserters. You missed the reason behind needing filter inserters, which is to ensure the furnaces that sho...
- Sun Jul 21, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Take blocked slots into account when reporting chest usage
- Replies: 13
- Views: 3196
- Fri Jul 19, 2024 12:35 pm
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 24807
Re: Friday Facts #420 - Fusion Reactor
Overheats? Meltdowns? At least some sort of control or moderation via circuits which will allow to increase output if done correctly? Was kind of disappointed with nuclear energy when it was introduced without any kind of xFUNx mechanics. Was hoping for some this time around. Nuclear power in curre...
- Mon Jul 15, 2024 7:12 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 144
- Views: 34025
Re: Space Age DLC
that mens their will be an option for start a game (with the dlc) to do create a new game without the space exploration ? Yes. cause really I'm ask what will be the compatibility and what could/should happen with the map that have been create in the version 1.1.x I think it's pretty accurate to vie...
- Sat Jul 06, 2024 8:11 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 144
- Views: 34025
Re: Space Age DLC
Hi, I saw that the Space Age will be added by a DLC, that is great, cause that seems I could don't play it, cause I don't like the space mod, but that will also says that the train support won't be in the the game in base? There are a number of train-related changes covered by FFF articles: Friday ...
- Thu Jul 04, 2024 5:07 pm
- Forum: Gameplay Help
- Topic: How do I effectively feed all machines?
- Replies: 6
- Views: 747
Re: How do I effectively feed all machines?
How would one go about calculating the amount of items needed per second to satisfy the 60 machines on one side and possibly the other? For a single recipe, without modules, it's fairly simple: rate = machines * crafting_speed * recipe_quantity / recipe_time. So the rate for copper plate with 60 as...