Search found 15 matches
- Tue Nov 05, 2024 7:12 pm
- Forum: Duplicates
- Topic: [2.0.13] Research stopped at 99% although I bring exact number of science packs from other planet (labs without modules)
- Replies: 2
- Views: 491
Re: [2.0.13] Research stopped at 99% although I bring exact number of science packs from other planet (labs without modu
Thanks for the report. This is a known thing with science packs and has no simple solution engine side. Simply putting in another pack will complete the research.
Ok, I understand. Thank you for the explanation and your time.
P.S. I tried to search this topic before posting it, but I wasn't ...
- Fri Nov 01, 2024 3:37 pm
- Forum: Duplicates
- Topic: [2.0.13] Research stopped at 99% although I bring exact number of science packs from other planet (labs without modules)
- Replies: 2
- Views: 491
[2.0.13] Research stopped at 99% although I bring exact number of science packs from other planet (labs without modules)
Research stopped at 99% although I bring exact number of science packs from other planet (labs without modules)
Hello,
I encountered a bug that doesn't allow to complete research with science packs imported from other planets if one takes the exact number of the science packs that are required ...
Hello,
I encountered a bug that doesn't allow to complete research with science packs imported from other planets if one takes the exact number of the science packs that are required ...
- Fri Nov 01, 2024 2:52 pm
- Forum: Minor issues
- Topic: [2.0.13] Fulgora: 1-tile-wide line of oil generated behind the cliffs - pumps placeable inside
- Replies: 1
- Views: 456
[2.0.13] Fulgora: 1-tile-wide line of oil generated behind the cliffs - pumps placeable inside
Fulgora: 1-tile-wide line of oil generated behind the cliffs - pumps placeable inside
Hello,
I landed on Fulgora and noticed, that there are are some cliffs wrongly generated. There is a thin 1-tile-wide line of oil behind the cliffs (between cliff and the following dry land). It is also the only ...
Hello,
I landed on Fulgora and noticed, that there are are some cliffs wrongly generated. There is a thin 1-tile-wide line of oil behind the cliffs (between cliff and the following dry land). It is also the only ...
- Mon Aug 01, 2022 11:05 am
- Forum: Railway Setups
- Topic: Testbench for 3/4way intersections
- Replies: 75
- Views: 46765
Re: Testbench for 3/4way intersections
I know about the UPS, but I didn't mention that, because the changed game speed impacted the number a lot (from 60 to several hundreds). So I had not idea, what is correct, or what is caused by the mod.
About the performance, yes, maybe ram frequency could be higher and as it is usual with the games ...
About the performance, yes, maybe ram frequency could be higher and as it is usual with the games ...
- Fri Jul 29, 2022 9:09 pm
- Forum: Railway Setups
- Topic: Testbench for 3/4way intersections
- Replies: 75
- Views: 46765
Re: Testbench for 3/4way intersections
Sorry, but did you read what I wrote under a) ? I have a gaming computer. During these tests I had max. 50% CPU usage, only 6 or 7 GB from 32 GB RAM and max. 30% GPU usage. I also have a fast SSD (PCIe NVMe SSD). What upgrade do you think I need, when Factorio doesn't even use a full potential of my ...
- Thu Jul 28, 2022 7:26 pm
- Forum: Railway Setups
- Topic: Testbench for 3/4way intersections
- Replies: 75
- Views: 46765
Re: Testbench for 3/4way intersections
Well, I did some testing and I can say the following:
a) I don't have to care about the test or game performance on my gaming computer. Always 60 FPS (vsync on) in this scenario, regardless of the game speed.
b) I ran the auto test – that should have according to the display about 56 minutes in ...
a) I don't have to care about the test or game performance on my gaming computer. Always 60 FPS (vsync on) in this scenario, regardless of the game speed.
b) I ran the auto test – that should have according to the display about 56 minutes in ...
- Sat Jul 23, 2022 2:19 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 487
- Views: 293816
Re: 3 and 4 way intersections
Also there is a version of previous intersection with separated turning lanes – I wouldn't mark it as buffered (because these separated lanes can hold only one train per direction, so I don't think it's a buffer), but it can be a subject of a discussion – and it has a score 59,45,50 => 51 (average ...
- Sat Jul 23, 2022 1:20 pm
- Forum: Railway Setups
- Topic: Testbench for 3/4way intersections
- Replies: 75
- Views: 46765
Re: Testbench for 3/4way intersections
Hi,
why does the testbench map allows only a specific maximum game speed (probably 10x)? If I have a several dozens work-versions of intersection and do a three test per one, it can take a lot of time. The editor extensions mod, that is required (if I am right), can boost the game up to 64x game ...
why does the testbench map allows only a specific maximum game speed (probably 10x)? If I have a several dozens work-versions of intersection and do a three test per one, it can take a lot of time. The editor extensions mod, that is required (if I am right), can boost the game up to 64x game ...
- Sat Jul 23, 2022 1:06 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 487
- Views: 293816
Re: 3 and 4 way intersections
Hello,
it seems like the 4-way/2lane/compact unbuffered/4. Super compact Celtic knot doesn't have a RHD with 6 spacing , so there it is.
Score is: 1) 50,40,45 = 45 ; 2) 51,40,42 = 44 ; 3) 50,41,43 = 45 (testing version 5.1.2, testing included safe exit block).
https://factorioprints.com/view/-N7f ...
it seems like the 4-way/2lane/compact unbuffered/4. Super compact Celtic knot doesn't have a RHD with 6 spacing , so there it is.
Score is: 1) 50,40,45 = 45 ; 2) 51,40,42 = 44 ; 3) 50,41,43 = 45 (testing version 5.1.2, testing included safe exit block).
https://factorioprints.com/view/-N7f ...
- Sat Jan 08, 2022 9:06 pm
- Forum: Translations
- Topic: To some disunity in Czech translation
- Replies: 0
- Views: 2009
To some disunity in Czech translation
TL;DR
There are some words or ways of expression in Czech localisation that can be written in two ways, and there should be a unity in a game translation.
Which ones exactly ?
Wagon: vagón vs. vagon – Nákladní vagón (cargo wagon) has approved translation like this, but all the others have the ...
There are some words or ways of expression in Czech localisation that can be written in two ways, and there should be a unity in a game translation.
Which ones exactly ?
Wagon: vagón vs. vagon – Nákladní vagón (cargo wagon) has approved translation like this, but all the others have the ...
- Sat Jan 08, 2022 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Better manipulation with artillery shells (loading/unloading half)
- Replies: 5
- Views: 2508
Re: Better manipulation with artillery shells (loading/unloading half)
No, that' s what I am pointing at – you can't do this. If you right click on the 100 shells stack in artillery wagon, you will grab exactly only a single shell.ptx0 wrote: Fri Jan 07, 2022 4:25 pm additionally, because they stack to 100 in a single Arty wagon slot you can simply right click it to grab half.
- Fri Jan 07, 2022 1:55 am
- Forum: Ideas and Suggestions
- Topic: Better manipulation with artillery shells (loading/unloading half)
- Replies: 5
- Views: 2508
Re: Better manipulation with artillery shells (loading/unloading half)
Ok, I understand. I know the ways, how it could be automated, but I had in mind the situations when I am far of my base (in a temporary battle outpost) with no power grid and roboports around. But never mind, it was only a minor suggestion, nothing crucial.
And I also would like to thank you for ...
And I also would like to thank you for ...
- Fri Jan 07, 2022 12:10 am
- Forum: Ideas and Suggestions
- Topic: Better manipulation with artillery shells (loading/unloading half)
- Replies: 5
- Views: 2508
Better manipulation with artillery shells (loading/unloading half)
TL;DR
Make it possible to split artillery shells (at least in half) when loading them into more artillery waggons (and unload.), please.
What ?
https://i.imgur.com/0CNl84o.jpeg
https://i.imgur.com/Xaim5nF.jpeg
https://i.imgur.com/yVtyqPv.jpeg
https://i.imgur.com/n7paxP1.jpeg
https://i ...
Make it possible to split artillery shells (at least in half) when loading them into more artillery waggons (and unload.), please.
What ?
https://i.imgur.com/0CNl84o.jpeg
https://i.imgur.com/Xaim5nF.jpeg
https://i.imgur.com/yVtyqPv.jpeg
https://i.imgur.com/n7paxP1.jpeg
https://i ...
- Thu Apr 22, 2021 11:04 pm
- Forum: Minor issues
- Topic: Barely visible violet/blue lines behind the rails
- Replies: 3
- Views: 2057
Re: Barely visible violet/blue lines behind the rails
Hello,
I did a quick testing, which confirmed the relation between these blue lines and the configuration of the textures setting. I tried to change two settings, the Texture compression (TC) and Sprite resolution (SR), and I got these results:
1) TC High quality and SR High (my default config ...
I did a quick testing, which confirmed the relation between these blue lines and the configuration of the textures setting. I tried to change two settings, the Texture compression (TC) and Sprite resolution (SR), and I got these results:
1) TC High quality and SR High (my default config ...
- Mon Apr 19, 2021 10:35 am
- Forum: Minor issues
- Topic: Barely visible violet/blue lines behind the rails
- Replies: 3
- Views: 2057
Barely visible violet/blue lines behind the rails
(Czech version below)
Dear developers,
I have noticed a presence of thin barely visible blue (or violet) lines behind the rails. It looks like the rails have these lines in their graphic background (I think this might be the root of this issue). The blue lines can only be seen in a certain zoom ...
Dear developers,
I have noticed a presence of thin barely visible blue (or violet) lines behind the rails. It looks like the rails have these lines in their graphic background (I think this might be the root of this issue). The blue lines can only be seen in a certain zoom ...