Search found 72 matches

by asheiduk
Fri Oct 14, 2022 9:17 pm
Forum: Gameplay Help
Topic: Kovarex Enrichment | Inserters
Replies: 18
Views: 697

Re: Kovarex Enrichment | Inserters

A way to reduce the overfilling of the centrifuges without circuit logic was discussed here:

viewtopic.php?p=554977#p554977

It's a way to get Kovarex off the ground but has reduced performance in the long run.

The followup-posts explain the timing.
by asheiduk
Fri Sep 23, 2022 8:35 pm
Forum: General discussion
Topic: Apple x86 is dead - are there plans for Factorio ARM64?
Replies: 19
Views: 7431

Re: Apple x86 is dead - are there plans for Factorio ARM64?

I don't understand that: Mac@@x64 is actually supported. That should include most of the notarization, build scripts, ... So the jump to Mac@arm doesn't seem so far when ARM is already supported too.
by asheiduk
Wed Sep 07, 2022 6:11 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: UPS Optimized Green Circuits 45/s
Replies: 14
Views: 6551

Re: UPS Optimized Green Circuits 45/s

Do you have any reading tips what "UPS-optimized transport belts" means? Do you try to have the least amount of "overground" belts? If so, could this not be even more optimized by introducing further underground belts on the top part, e.g., for the green circuit or copper belts?...
by asheiduk
Thu Aug 11, 2022 9:48 pm
Forum: Technical Help
Topic: 100% efficient payment process
Replies: 7
Views: 827

Re: 100% efficient payment process

Incoming SEPA transfers usually cost money for non-physical entities such as businesses, at least in Germany. But I don't believe that the fee is 5€ per transfer -- even for business. SEPA was introduced to reduce the international fees within the EU. The rule of thumb announced was: A SEPA transfe...
by asheiduk
Fri Aug 05, 2022 6:12 am
Forum: Resolved Problems and Bugs
Topic: [1.1.64] chest filter bug
Replies: 4
Views: 1266

Re: [1.1.64] chest filter bug

CaitSith2 wrote: ↑
Fri Aug 05, 2022 1:45 am
1. Create a filter for one item, such as repair pack
Image
How do you do this? Is this possible in vanilla or do you need some mod for this?
by asheiduk
Thu Jul 28, 2022 4:03 pm
Forum: Technical Help
Topic: blueprint library gone.
Replies: 3
Views: 396

Re: blueprint library gone.

If you have Python3 installed you can try my Blueprint Decoder tool to decode the "blueprint-storage.dat" file into a JSON file and that into a standard blueprint string: ./decode -s blueprint-storage.dat > x.json 2>x.err ./encode-export-string < x.json > x.export The "-s" option...
by asheiduk
Sat Jul 23, 2022 6:29 pm
Forum: Gameplay Help
Topic: Stop Watch / Count / Reset
Replies: 3
Views: 340

Re: Stop Watch / Count / Reset

A quick idea is this: 0eNq9VVFr2zAQ/itFTxuz28ax09SQp8BgT4OQt3UYRb6kR2XJnOSwEPzfJ9lZmi12G2djYAyyT999+r67056tZAUlobIs3bMcjCAsLWrFUracLVG8mPTms+Sbuy9KEBSg7JNazBZgwDbfn9R8NpdavNx8+FrZsrIfWcBQaGVY+m3PDG4Ulx7b7kpwoGihcBGKF37l4yxXNhS6WKHiVhOr3X6Vww+WjurgXQROaJ8LsCi6MaL6e8Aca7QILaVmsctUVayAXJI3yQSs1AZbQfbM4...
by asheiduk
Fri Jul 22, 2022 5:55 am
Forum: Technical Help
Topic: Server is joinable through browser, but not through IP address
Replies: 4
Views: 470

Re: Server is joinable through browser, but not through IP address

Which IP you you use for connecting? The one the host sees for itself or the "public IP" shown in the AWS UI?
by asheiduk
Sat Jun 25, 2022 5:48 pm
Forum: Balancing
Topic: Military Requirements for Success
Replies: 1
Views: 497

Re: Military Requirements for Success

I think it is OK as it is. Especially for the time-bases achievements I see this as a slight nudge to THINK about some more parameters and possibilities instead of just doing the last game over and over again -- just faster. Otherwise everyone will just play the default mode :-) Another thought: The...
by asheiduk
Sun Jun 19, 2022 7:35 am
Forum: Technical Help
Topic: [Solved][1.1.60] Can't import longer blueprint strings
Replies: 20
Views: 1376

Re: [1.1.60] Can't import longer blueprint strings

[...]I think what caused me to believe this was [...] the fact that I didn't realize it didn't natively exist in game before 0.15 [...], and then not too long ago I came across a thread with a "blueprint string" from 0.13 that made no mention of needing a mod to use and someone else posti...
by asheiduk
Sat Jun 18, 2022 2:18 pm
Forum: Technical Help
Topic: [Solved][1.1.60] Can't import longer blueprint strings
Replies: 20
Views: 1376

Re: [1.1.60] Can't import longer blueprint strings

Note, too, v1.1 of the game can only import strings made as of v0.18 or later. To get older strings, you need to setup a version of the game old enough to import it, and then progressively update it one or two major versions at a time until you are at 0.18 before you can make the final jump to v1.1...
by asheiduk
Sat Jun 18, 2022 9:57 am
Forum: Technical Help
Topic: [Solved][1.1.60] Can't import longer blueprint strings
Replies: 20
Views: 1376

Re: [1.1.60] Can't import longer blueprint strings

Note, too, v1.1 of the game can only import strings made as of v0.18 or later. To get older strings, you need to setup a version of the game old enough to import it, and then progressively update it one or two major versions at a time until you are at 0.18 before you can make the final jump to v1.1...
by asheiduk
Sun Jun 05, 2022 9:33 am
Forum: Gameplay Help
Topic: Station count incorrect
Replies: 2
Views: 464

Re: Station count incorrect

I can see one more "Crude Drop Off" in the north.

You can get a better overview yourself: Go into the "Train" dialog (key "O"), select "Stations" tab and filter for "Crude Drop Off".
by asheiduk
Thu Apr 21, 2022 3:55 pm
Forum: Technical Help
Topic: Best CPU
Replies: 8
Views: 1956

Re: Best CPU

A few days ago a link to a Ryzen 7 5800X3D test flew by:

viewtopic.php?t=102127

The better/bigger caches seem to give Factorio quite a push forward.
by asheiduk
Sat Mar 05, 2022 10:56 am
Forum: General discussion
Topic: Alt-F4 #57 - Nuclear Energy and You
Replies: 2
Views: 1500

Re: Alt-F4 #57 - Nuclear Energy and You

I'm missing some thoughts about the dynamic behaviour of nuclear plants and the trade-offs for this behaviour. Or at least mentioning, that these exists :-) For example: If a reactor starts up again (due to increased demand) and the reactor and heat pipes are cold then it takes longer until the heat...
by asheiduk
Tue Jan 25, 2022 10:22 pm
Forum: Gameplay Help
Topic: How to know combinator signal values?
Replies: 4
Views: 711

Re: How to know combinator signal values?

Loewchen wrote: ↑
Tue Jan 25, 2022 2:01 pm
Connect it to a pole and check the values there.
I call that "debug post" :-)
by asheiduk
Mon Jan 03, 2022 11:16 am
Forum: Gameplay Help
Topic: Why does the train not skip a scheduled stop if it becomes inaccessible?
Replies: 15
Views: 1622

Re: Why does the train not skip a scheduled stop if it becomes inaccessible?

Now when a rail is destroyed and a train stop that was the target of a moving train becomes inaccessible it doesn't "skip" the stop and instead freezes with the "no-path" message. (supposedly here it is no longer intentionnal). First: The trains behave the same if the train stop...
by asheiduk
Mon Jan 03, 2022 11:00 am
Forum: Gameplay Help
Topic: Why is research twice as fast in my sandbox?
Replies: 6
Views: 975

Re: Why is research twice as fast in my sandbox?

I have found the console command /c game.player.force.laboratory_speed_modifier, but I don't recall ever changing that myself, and setting it to 1 does not even revert the observed performance to the values seen in my normal game: the same BP is now calculated at 1126 SPM instead of the expected 98...
by asheiduk
Tue Dec 28, 2021 10:17 am
Forum: Technical Help
Topic: Performance problems when using the factorissimo mod
Replies: 61
Views: 6151

Re: Factorio suggestions for improvement performance patch

[...] 'm saying that in whatever multiplayer sessions you are on, either the server host or one of the other people connected are the ones slowing you down. The game cannot and will not allow one player to run at a full 60 FPS if someone else is only able to at 10. It's just the nature of this game...
by asheiduk
Thu Dec 23, 2021 11:16 am
Forum: Gameplay Help
Topic: best defense?
Replies: 11
Views: 4741

Re: best defense?

Since the laser turret doesn't require any supply, only electricity, it's my choice for a fortified unattended defense line. That is how half true leads into a full lie. :oops: Any "untended" wall need to be supported by roboports, fixing and replacing damage. When you set supply line of ...

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