Search found 66 matches
- Wed Oct 23, 2024 11:40 am
- Forum: General discussion
- Topic: Careful what email address you send your key to...
- Replies: 9
- Views: 823
Re: Careful what email address you send your key to...
For those of you complaining, read this: https://www.factorio.com/blog/post/fff-171 TLDR - up to 10% of website purchases were being charged back on stolen cards, which cost $20 in fines, meaning for every $100 earned they basically lost $40. Going with Humble completely solved the issues, so it's n...
- Thu Jun 01, 2023 1:13 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 10024
Re: Run from ramdisk
If someone has some ramdisk software I could test with that isn't malware I could see if there are any workarounds but so far all of the errors I've seen are coming from the MSVC standard library; which is written by Microsoft developers for microsoft developers. ImDisk has served me very well for ...
- Sun Mar 21, 2021 1:47 pm
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 10024
Re: Run from ramdisk
I just came across this issue with trying to use the `FactorioMaps` mod, as it writes to the temp directory (which is on my ramdisk). I don't know C++, but is there any chance you could potentially catch that error and raise something more informative? Took me a while to figure out the cause of the ...
- Wed Mar 10, 2021 10:50 am
- Forum: Ideas and Suggestions
- Topic: Add overall graph of the electric network
- Replies: 2
- Views: 1648
Re: Add overall graph of the electric network
That's actually a cool idea, especially with the accumulator charge. I imagine you likely won't have been the first to suggest that however.
- Sun Feb 14, 2021 6:52 pm
- Forum: Not a bug
- Topic: [1.1.21] Personal roboport causes major UPS hit with a lot queued for deconstruction
- Replies: 1
- Views: 1140
[1.1.21] Personal roboport causes major UPS hit with a lot queued for deconstruction
I wasn't sure if I should post this in suggestions or bugs, but it seems like the performance equivalent of a memory leak, so I'm guessing a bug (just not a game breaking one). I know you have things in place to avoid large constructions from affecting the UPS, but these don't seem to apply to perso...
- Fri Feb 05, 2021 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 26437
Re: Increase bot queue processing rate
I don't know if skipping concrete jobs entirely if concrete wasn't found is as straightforward as that. A single tile of concrete could be under two different roboport construction areas, and each area may or may not have concrete. If you want to short circuit all the concrete attempts, you'll have...
- Fri Feb 05, 2021 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 26437
Re: Increase bot queue processing rate
Instead of having a queue of ghosts, it might be better to have a queue of (chunk, building_type) pairs, with each pair holding a list of ghosts that can be built of that type in a given chunk. I sort of suggested that a few years back, but without the chunk idea. Basically instead of checking 1000...
- Fri Feb 05, 2021 10:55 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 183597
Re: Friday Facts #365 - Future plans
I'm glad Factorio 2 isn't on the table as the current version is too well refined (Path of Exile is the same, PoE 2.0 is just going to be a massive expansion on the base game). Expansions sound a cool idea though, I would like if it could tie into the main game though. For example, if it was a scena...
- Sat Jan 30, 2021 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Sync multiplayer saves to avoid downloading big maps / Synchronizing Maps / Avoid Multiplayer Download / Use local copy
- Replies: 13
- Views: 4347
Re: Synchronized Savegame
Alternative idea which may require less implementation: As a user, you can save the current state of the game. The server holds an optional buffer of previous commands. Upon connection, if you have the save file and it is within the buffer period, then load the save and fast forward to the current s...
- Sat Jan 30, 2021 2:11 am
- Forum: Ideas and Suggestions
- Topic: Ghost building in signal tutorial
- Replies: 0
- Views: 563
Ghost building in signal tutorial
This isn't really a bug but more of a polish issue. I was checking out the signal tutorial as I quite like how you designed the help. The tutorial requests you to place 2 signals, then says try placing one on the other side of the track. If you have "pick ghost item if no items are available&qu...
- Fri Jan 29, 2021 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Sync multiplayer saves to avoid downloading big maps / Synchronizing Maps / Avoid Multiplayer Download / Use local copy
- Replies: 13
- Views: 4347
Re: Synchronized Savegame
It's a well thought out concept, but I imagine it'd be way too much effort to implement for how niche it is.
- Fri Jan 29, 2021 11:02 am
- Forum: Ideas and Suggestions
- Topic: Train Condition Groups
- Replies: 0
- Views: 794
Train Condition Groups
Custom condition groups would be helpful when building a lot of new trains/updating a schedule. The idea being you group together conditions, and use that group on a train. Editing the group will update all the trains using it. Examples: Group: Passenger Travel Time Passed: 10 seconds AND Passenger ...
- Sun Aug 16, 2020 11:46 am
- Forum: Not a bug
- Topic: [1.0.0] Changing username doesn't update character mid game
- Replies: 3
- Views: 1682
Re: [1.0.0] Changing username doesn't update character mid game
You can just use /swap-players <old_username> to fix it Thanks, though the /swap-players command resulted in the message " Cannot swap players with yourself ". There's no issues with the gameplay (apologies if it came across that way), it's only the character label that's incorrect. I had...
- Sun Aug 16, 2020 11:36 am
- Forum: Not a bug
- Topic: [1.0.0] Changing username doesn't update character mid game
- Replies: 3
- Views: 1682
[1.0.0] Changing username doesn't update character mid game
I updated my username on here a month or two back, and I was still set to my old name within the game. I just updated it today (by re-logging in the game settings) and noticed the username doesn't update on the map. It's an extremely minor issue, I couldn't find anything through a quick search thoug...
- Sat Apr 18, 2020 12:15 pm
- Forum: General discussion
- Topic: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
- Replies: 4
- Views: 2539
Re: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
Map generation has changed in every release, so I would not count on that. But if you generate the entire map before upgrading, there will be no new chunks to worry about. Oh that's a bit annoying, my intention is to constantly explore to grab the ever expanding resources, so generating everything ...
- Sat Apr 18, 2020 11:13 am
- Forum: General discussion
- Topic: Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
- Replies: 4
- Views: 2539
Are there any remaining "breaking" changes for 1.0? (such as different map gen/recipes)
If I was to make a start now, are most of the features final, and it's only graphical tweaks and similar they'd be working on? I've been waiting to do a vanilla belt only megabase for ages, but have been waiting for the 1.0 release since it'll likely span longer than a release cycle. I don't fancy h...
- Wed May 09, 2018 1:45 pm
- Forum: Gameplay Help
- Topic: Evenly split 2 resources down one side of the belt
- Replies: 6
- Views: 11369
Re: Evenly split 2 resources down one side of the belt
Yeah I only just realised splitters have inbuilt filters haha. I've finally got it all up and running, the overflow part was a little hard as I wanted to keep it as a perfect rectangle, so barely had any space to play with :P Here's the bit that splits a 4+1 input into 8x 3:1 outputs, appears to wor...
- Tue May 08, 2018 2:44 pm
- Forum: Gameplay Help
- Topic: Evenly split 2 resources down one side of the belt
- Replies: 6
- Views: 11369
Re: Evenly split 2 resources down one side of the belt
If I could somehow mix compression with not needing garbage collection at the end, that would work. However, I'm going for a kind of modular design, so in this case, I'll have separate iron and cable modules feeding into a central part for circuits, and all of that together will make the EC module. ...
- Tue May 08, 2018 2:24 pm
- Forum: Gameplay Help
- Topic: Evenly split 2 resources down one side of the belt
- Replies: 6
- Views: 11369
Re: Evenly split 2 resources down one side of the belt
Thanks, that works great, much appreciated
Edit: Unfortunately it's super slow, and the ratio breaks if adding together multiple ones
Edit: Unfortunately it's super slow, and the ratio breaks if adding together multiple ones
- Tue May 08, 2018 1:47 pm
- Forum: Gameplay Help
- Topic: Evenly split 2 resources down one side of the belt
- Replies: 6
- Views: 11369
Evenly split 2 resources down one side of the belt
I'd like to get a perfect 3:1 item ratio on a single belt, 1 side needs to be all of one item, and the other side needs to be a 50% split. For the sake of explaining, I'm doing it on EC currently so using copper cable + iron, but it's not going to be limited to that. Input: 4 almost full blue belts ...