Search found 29 matches
- Tue Nov 26, 2024 9:40 pm
- Forum: Gameplay Help
- Topic: My attempt at generic stations
- Replies: 12
- Views: 1029
Re: My attempt at generic stations
Has anyone else designed around this with the new interrupt system? I'm new at circuit network logic, so I figure there's probably someone somewhere who's done this better than I have.
You might want to take a look at the below two videos. To me it looks pretty well tested and covering most ...
- Thu Nov 14, 2024 5:07 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1938
- Views: 637603
Re: Simple Questions and Short Answers
Why does the ‘blue way’ take several ticks to make, whereas in the bottom part it works in 1 tick?
The bottom part uses +1 in the memory cell, thus on each tick the value will be different. This ensures that your subtraction only happens once. The roundtrip itself also takes multiple ticks ...
- Thu Nov 14, 2024 4:03 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1938
- Views: 637603
Re: Simple Questions and Short Answers
I don't understand why the comparator (surrounded by the walls) that tests if the value is 10 outputs its signal 2x instead of once. It's configured like the lower one and the lower one works...
The red arrow (output) goes directly through because it's all on the green wire. Then the yellow ...
- Tue Nov 12, 2024 1:16 pm
- Forum: General discussion
- Topic: The Restart Loop
- Replies: 11
- Views: 1407
Re: The Restart Loop
My perfectionism goes another way: I know that I can only build perfect/final things once I've unlocked everything and have the highest quality available. So restarting doesn't help in any way. Until I reach this point I just let it "flow" and do whatever I want, as I know it can't be perfect yet ...
- Mon Nov 11, 2024 6:52 pm
- Forum: Railway Setups
- Topic: Intangir's Vanilla Train Network v2.0.4
- Replies: 17
- Views: 6433
Re: Intangir's Vanilla Train Network v2.0.1a
Your solution most likely get a lot of problems when having n:n stations and multiple trains, that have been explained/solved here: https://www.youtube.com/watch?v=EggDldJVggM
Also having a train loaded with items inside the depot is properly not right. A train should only leave the depot if it can ...
Also having a train loaded with items inside the depot is properly not right. A train should only leave the depot if it can ...
- Mon Nov 11, 2024 5:39 pm
- Forum: General discussion
- Topic: New Factorio CPU released: AMD Ryzen 9800X3D
- Replies: 8
- Views: 2636
Re: New Factorio CPU released: AMD Ryzen 9800X3D
PFFT!! Please..
9800X3D single thread benchmark (Factorio) is ranked #31 on passmark. Still under the 14700k. The 245KF is ranked #5 at half the cost.
AMD die hards have lost it with all of these overclocked bench reviews and comparison charts that don't even include arrow lake-s in the lineup ...
- Sun Nov 10, 2024 8:56 pm
- Forum: Gameplay Help
- Topic: Aquilo: platform design troubles
- Replies: 12
- Views: 4217
Re: Aquilo: platform design troubles
Your next destination after Aquilo has "Solar power in space: 1%". This might give you a hint. Quality is not required.
- Sun Nov 10, 2024 7:55 pm
- Forum: Technical Help
- Topic: Slow startup of the game
- Replies: 7
- Views: 673
Re: Slow startup of the game
I recommend enabling "cache-sprite-atlas". I'm using it for years and it reduces the startup time a lot. I don't know why this is not standard yet. This cache is also persistent.
viewtopic.php?p=555619#p555619
viewtopic.php?p=555619#p555619
- Fri Nov 08, 2024 9:47 am
- Forum: Not a bug
- Topic: Space platform not leaving
- Replies: 7
- Views: 702
Re: Space platform not leaving
Ammo 600 > 600.
- Wed Nov 06, 2024 10:42 am
- Forum: Gameplay Help
- Topic: Probleme mit meinen Zügen /problems with trains
- Replies: 2
- Views: 379
Re: Probleme mit meinen Zügen /problems with trains
These two stations should have the same station name, then the trains can simply deliver both:
Station 2 unloading petroleum
Station 3 unloading petroleum
There is not much need to free up the loading station if there is nothing to unload, but there is the option to setup a central depot for all ...
Station 2 unloading petroleum
Station 3 unloading petroleum
There is not much need to free up the loading station if there is nothing to unload, but there is the option to setup a central depot for all ...
- Fri Nov 01, 2024 8:28 pm
- Forum: Gameplay Help
- Topic: spoilage of input slots?
- Replies: 2
- Views: 672
Re: spoilage of input slots?
Probably your output was full?
Then it looks like that (inserters won't pick it up): Now inserters pick it up: The spoiled items are getting moved automatically to the output slot, when it becomes free. No manual action required.
Then it looks like that (inserters won't pick it up): Now inserters pick it up: The spoiled items are getting moved automatically to the output slot, when it becomes free. No manual action required.
- Thu Oct 31, 2024 12:36 pm
- Forum: General discussion
- Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
- Replies: 65
- Views: 19314
Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
I don't get your point.
that easily outscales the base game
By far not. Consider what is really "new" and what's the base.
Consider what you already got with mods like https://mods.factorio.com/mod/space-exploration
It’s obvious they’re trying to squeeze extra out of fans who have already ...
that easily outscales the base game
By far not. Consider what is really "new" and what's the base.
Consider what you already got with mods like https://mods.factorio.com/mod/space-exploration
It’s obvious they’re trying to squeeze extra out of fans who have already ...
- Tue Oct 29, 2024 8:12 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Caption of sprite-button behind sprite
- Replies: 3
- Views: 1197
[2.0.12] Caption of sprite-button behind sprite
Creating a sprite-button with a caption renders the caption behind the sprite.
Expectation is that the caption is always on top. This was the case for 1.1.110.
1.1.110:
/c game.player.gui.screen.add({
type = "sprite-button",
caption = "AAA"
}).sprite = "utility/close_white"
grafik.png
2.0 ...
Expectation is that the caption is always on top. This was the case for 1.1.110.
1.1.110:
/c game.player.gui.screen.add({
type = "sprite-button",
caption = "AAA"
}).sprite = "utility/close_white"
grafik.png
2.0 ...
- Sun Oct 27, 2024 9:52 pm
- Forum: Gameplay Help
- Topic: Train Signals: Do I really NEED a chain signal at the entrance of a split?
- Replies: 6
- Views: 989
Re: Train Signals: Do I really NEED a chain signal at the entrance of a split?
No need, but the train will lose the option to chose the next free path. Instead it has to wait on the chosen path until it's free.
It depends on your setup and what you are doing in each path. Normally trains should take the bottom path, but sometimes trains are weird.
grafik.png
This could be ...
It depends on your setup and what you are doing in each path. Normally trains should take the bottom path, but sometimes trains are weird.
grafik.png
This could be ...
- Tue Oct 01, 2024 10:17 am
- Forum: Technical Help
- Topic: Blurry Game all of a sudden
- Replies: 4
- Views: 829
Re: Blurry Game all of a sudden
I'm not seeing an option for VRR. A google search revealed this is only available to those monitors with 144 Hz+?
Your model has AMD FreeSync. It MIGHT be that Nvidia G-Sync is compatible, but you might try also switching it off/on in your Nvidia Control Panel.
grafik.png
My monitors ...
- Mon Sep 30, 2024 11:19 am
- Forum: Technical Help
- Topic: Blurry Game all of a sudden
- Replies: 4
- Views: 829
Re: Blurry Game all of a sudden
Blurriness only when moving? Do you have the right (highest) refresh rates active for both monitors? Maybe try disable VRR, as this will limit your monitors refresh rate to that of the game. Also Monitors usually have some kind of "overdrive" setting, which helps pixel responsiveness.
Which ...
Which ...
- Sun Sep 29, 2024 11:36 am
- Forum: Ideas and Suggestions
- Topic: OLED-friendly GUI change
- Replies: 2
- Views: 1327
Re: OLED-friendly GUI change
You could try adding transparency to the GUI files. E.g. having 50% transparency on \data\core\graphics\gui-new.png looks like that:
- Sat Sep 21, 2024 9:16 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 5847
Re: Wider quickbar
It's modded by myself and i'm planning to release it somewhen after Space Age release to avoid incompatibility issues.
I'm not a huge fan of the vanilla 3D-, Shadow-, Glow-things and wanted something flat (https://en.wikipedia.org/wiki/Flat_design).
I've attached it but it's not final.
There are ...
I'm not a huge fan of the vanilla 3D-, Shadow-, Glow-things and wanted something flat (https://en.wikipedia.org/wiki/Flat_design).
I've attached it but it's not final.
There are ...
- Sat Sep 21, 2024 8:43 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 5847
Re: Wider quickbar
How is the general feeling? Useful? Convenient? What you place in them? Can you paste your setup?
I like it a lot and will use it when Space Age is out.
Usually i'm playing with 6-8 active quickbars, which is taking up a lot of central space on the screen.
The standard quick bar would still ...
- Fri Sep 20, 2024 11:52 am
- Forum: Ideas and Requests For Mods
- Topic: Wider quickbar
- Replies: 29
- Views: 5847
Re: Wider quickbar
- Right clicking a cell with nothing selected will lead to a crash
grafik.png
- I would like to see a confirmation popup instead of the confirmation-buttons, which requires direct blocking feedback (because the confirmation buttons won't go away on any other action). Also when switching into ...
grafik.png
- I would like to see a confirmation popup instead of the confirmation-buttons, which requires direct blocking feedback (because the confirmation buttons won't go away on any other action). Also when switching into ...