Search found 73 matches
- Tue Jan 02, 2024 8:44 am
- Forum: Tools
- Topic: Command Line blueprint-storage.dat Export
- Replies: 6
- Views: 6412
Re: Command Line blueprint-storage.dat Export
I've written a tool to decode the blueprint-storage.dat format into JSON and from there into the standard import/export string. If you are using Linux you can give it a try: https://github.com/asheiduk/factorio-blueprint-decoder Unfortunately, this tool didn't work for me. Any existing alternatives...
- Fri Oct 14, 2022 9:17 pm
- Forum: Gameplay Help
- Topic: Kovarex Enrichment | Inserters
- Replies: 20
- Views: 4880
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.
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.
- Fri Sep 23, 2022 8:35 pm
- Forum: General discussion
- Topic: Apple x86 is dead - are there plans for Factorio ARM64?
- Replies: 19
- Views: 11581
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.
- Wed Sep 07, 2022 6:11 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: UPS Optimized Green Circuits 45/s
- Replies: 14
- Views: 19811
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?...
- Thu Aug 11, 2022 9:48 pm
- Forum: Technical Help
- Topic: 100% efficient payment process
- Replies: 7
- Views: 2187
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 5β¬ 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...
- Fri Aug 05, 2022 6:12 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.64] chest filter bug
- Replies: 4
- Views: 3094
- Thu Jul 28, 2022 4:03 pm
- Forum: Technical Help
- Topic: blueprint library gone.
- Replies: 3
- Views: 1521
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...
- Sat Jul 23, 2022 6:29 pm
- Forum: Gameplay Help
- Topic: Stop Watch / Count / Reset
- Replies: 3
- Views: 2230
Re: Stop Watch / Count / Reset
A quick idea is this: 0eNq9VVFr2zAQ/itFTxuz28ax09SQp8BgT4OQt3UYRb6kR2XJnOSwEPzfJ9lZmi12G2djYAyyT999+r67056tZAUlobIs3bMcjCAsLWrFUracLVG8mPTms+Sbuy9KEBSg7JNazBZgwDbfn9R8NpdavNx8+FrZsrIfWcBQaGVY+m3PDG4Ulx7b7kpwoGihcBGKF37l4yxXNhS6WKHiVhOr3X6Vww+WjurgXQROaJ8LsCi6MaL6e8Aca7QILaVmsctUVayAXJI3yQSs1AZbQfbM4...
- Fri Jul 22, 2022 5:55 am
- Forum: Technical Help
- Topic: Server is joinable through browser, but not through IP address
- Replies: 4
- Views: 1797
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?
- Sat Jun 25, 2022 5:48 pm
- Forum: Balancing
- Topic: Military Requirements for Success
- Replies: 1
- Views: 1781
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...
- Sun Jun 19, 2022 7:35 am
- Forum: Technical Help
- Topic: [Solved][1.1.60] Can't import longer blueprint strings
- Replies: 20
- Views: 6767
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...
- Sat Jun 18, 2022 2:18 pm
- Forum: Technical Help
- Topic: [Solved][1.1.60] Can't import longer blueprint strings
- Replies: 20
- Views: 6767
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...
- Sat Jun 18, 2022 9:57 am
- Forum: Technical Help
- Topic: [Solved][1.1.60] Can't import longer blueprint strings
- Replies: 20
- Views: 6767
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...
- Sun Jun 05, 2022 9:33 am
- Forum: Gameplay Help
- Topic: Station count incorrect
- Replies: 2
- Views: 1109
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".
You can get a better overview yourself: Go into the "Train" dialog (key "O"), select "Stations" tab and filter for "Crude Drop Off".
- Thu Apr 21, 2022 3:55 pm
- Forum: Technical Help
- Topic: Best CPU
- Replies: 8
- Views: 4219
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.
viewtopic.php?t=102127
The better/bigger caches seem to give Factorio quite a push forward.
- Sat Mar 05, 2022 10:56 am
- Forum: General discussion
- Topic: Alt-F4 #57 - Nuclear Energy and You
- Replies: 2
- Views: 2996
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...
- Tue Jan 25, 2022 10:22 pm
- Forum: Gameplay Help
- Topic: How to know combinator signal values?
- Replies: 4
- Views: 1767
- 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: 4409
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...
- Mon Jan 03, 2022 11:00 am
- Forum: Gameplay Help
- Topic: Why is research twice as fast in my sandbox?
- Replies: 6
- Views: 2570
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...
- Tue Dec 28, 2021 10:17 am
- Forum: Technical Help
- Topic: Performance problems when using the factorissimo mod
- Replies: 61
- Views: 14882
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...