Search found 49 matches

by NeilN
Thu May 16, 2019 12:02 am
Forum: Releases
Topic: Version 0.17.39
Replies: 11
Views: 6315

Re: Version 0.17.39

With .38 I got occasional dips to 40/40 FPS/UPS but with this version I'm getting frequent and sustained dips to 30/30. Looking at the F5 output doesn't tell me anything. I'm running lots of mods - what's the best way of tracking down the culprits? Please don't say disabling them one by one.
by NeilN
Sat Apr 27, 2019 12:46 pm
Forum: General discussion
Topic: 0.17 ruin my favor design
Replies: 7
Views: 899

Re: 0.17 ruin my favor design

Workaround: Set all the refineries' recipes to empty and then set them to the recipe you want.
by NeilN
Thu Apr 11, 2019 2:14 am
Forum: Ideas and Suggestions
Topic: Figuring out what is on a belt
Replies: 1
Views: 104

Figuring out what is on a belt

I'm wondering why the game doesn't tell you what's on a belt segment if you move your cursor over it. I realize the number of items on a segment might be changing too fast but the types of items should be fairly constant, especially if you poll once a second. Playing with mods which add a lot of ite...
by NeilN
Sun Mar 31, 2019 3:50 am
Forum: Not a bug
Topic: [0.17.23] Cannot change recipes in copy-pasted entities
Replies: 2
Views: 94

Re: [0.17.23] Cannot change recipes in copy-pasted entities

If this is not a bug then why does recipe-switching work when only one entity (with pipes) is pasted or if n-1 pasted entities' recipe are set to nil as described in my report?
by NeilN
Sat Mar 30, 2019 7:50 pm
Forum: Not a bug
Topic: [0.17.23] Cannot change recipes in copy-pasted entities
Replies: 2
Views: 94

[0.17.23] Cannot change recipes in copy-pasted entities

1. Copy two or more already active entities with input or output pipes (or both) containing fluids. 2. Paste to a location making sure none of the new pipes will be connected. 3. Trying to change the recipe in one entity will result in a "Can't mix fluids" message and set the recipe to nil. If n-1 p...
by NeilN
Sun Mar 24, 2019 10:49 pm
Forum: General discussion
Topic: Ghost entities in 0.17
Replies: 2
Views: 337

Ghost entities in 0.17

Is it just me or are ghost entities harder to spot in 0.17? I've had a few times where I couldn't figure out why something wasn't working, only to realize a placed entity was only a ghost, and not really there.
by NeilN
Sun Mar 24, 2019 10:40 pm
Forum: Ideas and Suggestions
Topic: Allow mining when pasting entities
Replies: 5
Views: 158

Allow mining when pasting entities

TL;DR Allow players to remove entities by right clicking and mining them while paste mode is active. Why ? Right now players cannot remove entities while paste mode is active. This prohibits making "quick adjustments" like removing bits of existing belts so that new belts will properly join to what...
by NeilN
Fri Mar 22, 2019 12:51 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 118
Views: 18073

Re: [MOD 0.15.15+] FNEI 0.2.2

Latest version of Factorio and FNEI as of now:
* Queue up some research
* Go into FNEI and pull up a product that requires some unresearched tech
* Click tech (with red background)
* Research screen appears but queue is gone
by NeilN
Fri Mar 08, 2019 3:56 am
Forum: General discussion
Topic: Copy-Paste in 0.17
Replies: 7
Views: 809

Copy-Paste in 0.17

We can rotate entities we copy before pasting them. Any plans to allow us to mirror/flip them?
by NeilN
Mon Oct 29, 2018 11:00 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 130058

Re: [0.16.x] Bob's Mods: General Discussion

The original Portable solar panel has this mod path: Base mod > Bob's Warfare. I don't think I'm running any other mod that affects the output values.
by NeilN
Sat Oct 27, 2018 4:13 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 130058

Re: [0.16.x] Bob's Mods: General Discussion

Is there something off about personal solar panels (Warfare)? Level 1 outputs 45 kw, level 2 is 15 kw, level 3 is 25 kw.
by NeilN
Mon Aug 13, 2018 1:13 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 17438

Re: Friday Facts #255 - Construction tools

For copy/paste, it would be really good if we had the option to rotate and flip what is being pasted before actually doing the paste. Also, are these changes going to work with existing mods like Nanobots and Long Reach?
by NeilN
Sat Jul 14, 2018 2:38 pm
Forum: Duplicates
Topic: Stack sizes on non-stack inserters
Replies: 2
Views: 273

Re: Stack sizes on non-stack inserters

Ack. You're right. Stack size updates after inserter works one cycle.
by NeilN
Sat Jul 14, 2018 12:58 pm
Forum: Duplicates
Topic: Stack sizes on non-stack inserters
Replies: 2
Views: 273

Stack sizes on non-stack inserters

Completing research on infinite stack inserter capacity bonus does not update the max stack size on existing non-stack inserters. For example, completing stack inserter capacity bonus 10 gives me a stack size of 21 on all stack inserters but existing non-stack inserters are capped at 5. Newly placed...
by NeilN
Sat May 19, 2018 1:12 am
Forum: Angels Mods
Topic: Auto-barrelling bug?
Replies: 0
Views: 314

Auto-barrelling bug?

Feeding purified water into the barrelling pump results in pure water barrels. Turning auto-barrelling off and manually choosing the recipe results in the proper purified water barrels. I need to go around my factory and reset all the pumps now, though...
by NeilN
Sat May 19, 2018 12:12 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 20129

Re: Friday Facts #243 - New GUI tileset

I've mentioned this before, but it'd be great if we could access the inventory screen via a mouse click. If you're working on the quickbar widget, the grey divider that separates the two sides of the bar is a perfect place to add that functionality...
by NeilN
Fri May 11, 2018 4:16 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 144383

Re: MOD [ 0.16.x] Bio-Industries 2.5.2

Does powered rail not work with F.A.R.L? Take a look at the attached screenshot. The powered rail sections were laid by hand, the unpowered sections (which still use the powered rail item) were laid by F.A.R.L., with the powered rail option selected.
shot_003.jpg
shot_003.jpg (24.2 KiB) Viewed 1996 times
by NeilN
Thu Apr 26, 2018 4:41 am
Forum: Technical Help
Topic: How Do I Track Down Cause of FPS Drops?
Replies: 3
Views: 351

Re: How Do I Track Down Cause of FPS Drops?

I turned down some of the graphic options (I didn't touch them when upgrading from .15 to .16) and I'm back at 60/60 now.
by NeilN
Thu Apr 26, 2018 4:31 am
Forum: Technical Help
Topic: How Do I Track Down Cause of FPS Drops?
Replies: 3
Views: 351

Re: How Do I Track Down Cause of FPS Drops?

It's low UPS. I'm not sure why just standing in the area shown by the screenshot would cause FPS to drop in .16 when .15 was fine in these situations. The card is a ASUS GeForce GTX 660 OC DirectCU 1020MHZ 2GB 6.0GHZ GDDR5.
Clipboarder.2018.04.26.jpg
Clipboarder.2018.04.26.jpg (1012.87 KiB) Viewed 338 times
by NeilN
Thu Apr 26, 2018 1:22 am
Forum: Technical Help
Topic: How Do I Track Down Cause of FPS Drops?
Replies: 3
Views: 351

How Do I Track Down Cause of FPS Drops?

I've just started playing the latest version .16 after playing .15 throughout its various versions. FPS in a starting base has already dropped below what it ever dipped down to in .15 with a fairly large base (1 rocket launch/minute with Bob's/Angels). I've got a fair amount of mods running - droppe...

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