Search found 15 matches
- Tue Nov 26, 2024 11:32 pm
- Forum: Pending
- Topic: [2.0.14] Maps from version 1.1.110 fail to load
- Replies: 6
- Views: 346
Re: [2.0.14] Maps from version 1.1.110 fail to load
====== It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.======= Just one thing i have 9 diferent saves, and just those 2 are not working! Each save was created from absolute (=zero=). ...
- Mon Nov 11, 2024 12:19 am
- Forum: Technical Help
- Topic: [2.0.15] Lower UPS than someone with same CPU
- Replies: 4
- Views: 309
Re: [2.0.15] Lower UPS than someone with same CPU
Factorio is indeed limited by memory speed more often than CPU. You'll have to compare your hardware specs in more detail, in particular, RAM memory. Also check if he has xmp or expo enabled on their bios, if they have it enabled, check yours. If you do not enable it, you will likelly be running yo...
- Mon Nov 11, 2024 12:11 am
- Forum: Technical Help
- Topic: [2.0.8] Slow multiplayer map downloading speed
- Replies: 11
- Views: 866
Re: [2.0.8] Slow multiplayer map downloading speed
I think there is some problem with the map downloads, maybe when the save starts to get big, I don't know. The thing is that on my case I host the server on my computer, I am connected by an ethernet cable, done speedtests and results were download of around 500mbps, upload of 600mbps. But my friend...
- Sun Nov 10, 2024 2:06 pm
- Forum: Gameplay Help
- Topic: [2.0.14] Demolisher don't die, not for uranium cannon shells, or even a nuke!
- Replies: 12
- Views: 6811
Re: [2.0.14] Demolisher don't die, not for uranium cannon shells, or even a nuke!
Spidertron + nukes, small ones die one hit no matter where you hit, medium ones die one hit on the head, two or more if not aimed correctly. Big demolishers need like 5-10, depending if you were able to hit the head. I killed them almost exclusivelly with nukes, but the spidertron helps very much be...
- Sun Nov 10, 2024 3:05 am
- Forum: Gameplay Help
- Topic: How to delete space foundation?
- Replies: 14
- Views: 1241
Re: How to delete space foundation?
Thanks, that basically confirms it's a local environment issue then. I wonder what the hell could cause just that piece of functionality to not work for me?? No clue, but it would be good that you submit a bug report attaching your save. It would help the devs to fix the issue so more people doesn'...
- Sat Nov 09, 2024 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Space debris
- Replies: 2
- Views: 258
Space debris
I was talking with my friends and we were discussing about the thing that every time we launched a rocked, all that rockets were going to end either on the atmosphere as space debris, or would fall into the planet. And i though.. what about if there were a new variable per planet called "space ...
- Sat Nov 09, 2024 3:59 am
- Forum: Gameplay Help
- Topic: Cargo space and Ammunition... 50 mags max..?
- Replies: 4
- Views: 422
Re: Cargo space and Ammunition... 50 mags max..?
Like you said, balance reasons. You can solve this issue by crafting the ammo directly on the ship, in fact that's the reason to get the chunk reprocessing technologies, so you can also get cooper from the metallic asteroid chunks in order to craft red ammo or even rockets with later tech. Of course...
- Sat Nov 09, 2024 1:21 am
- Forum: Gameplay Help
- Topic: Advice with train unloading in series.
- Replies: 4
- Views: 446
Re: Advice with train unloading in series.
How about just 1 train with 8 wagons? Or 2 trains with 4 wagons? Helps tremendously if you have throughput issues, because 1 big train is more efficient than 2 half trains. Yeah, but had to redesign all my buffers on the mining stations, I wanted to avoid this as my train network has some problems ...
- Fri Nov 08, 2024 11:14 pm
- Forum: Gameplay Help
- Topic: Advice with train unloading in series.
- Replies: 4
- Views: 446
Advice with train unloading in series.
Hi, I want to do something a bit strange with my train network but I cannot find a solution. I want two trains to be able to stop in series and unload at the same time, for my train logistics I have named all stations with the same name and the trains are working using interrupts to select automatic...
- Fri Nov 08, 2024 5:58 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 254
- Views: 24967
Re: Gleba has killed the game for me.
As much as I dislike spoilage I can't help but look at the data prototypes and come up with stupid ideas. haha. You can totally setup multi-stage spoilage. Haven't tested it though. Got the idea after seeing https://mods.factorio.com/mod/everything-spoilage on the mod portal and taking a look at th...
- Fri Nov 08, 2024 3:03 pm
- Forum: Pending
- Topic: [2.0.14] Maps from version 1.1.110 fail to load
- Replies: 6
- Views: 346
Re: [2.0.14] Maps from version 1.1.110 fail to load
====== It looks like for some reason the script replace logic is not working for you which was supposed to replace the control.lua inside of your save file with a new one.======= Just one thing i have 9 diferent saves, and just those 2 are not working! Each save was created from absolute (=zero=). ...
- Fri Nov 08, 2024 2:39 pm
- Forum: Duplicates
- Topic: Quality decreases with Speed Module
- Replies: 5
- Views: 403
Re: Quality decreases with Speed Module
it's normal now speed module decrease quality, we all learn this the hard way... Yeah, but it will not decrease the base quality of your end result. You will never get "normal" items if you use uncommon items on your crafting bench, so if you want to get better quality components you can'...
- Tue Nov 05, 2024 7:46 pm
- Forum: Gameplay Help
- Topic: Virtual signals: Read fuel
- Replies: 0
- Views: 229
Virtual signals: Read fuel
Hi. I've seen that there are a few virtual signals that provide data of the connected machines, per example, with the reactor or the heating tower if you enable the "Read temperature" it outputs the current temperature on the "T" signal. The problem is that it seems that there is...
- Sat Nov 02, 2024 4:05 am
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 11981
Re: Version 2.0.14
Confirming the crash when putting a train signal has been solved, thank you guys, I was worried as I was running out of ressources and I could not make new stations due to this issue.
- Thu Oct 31, 2024 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.13] Crash on repathing after placing a rail signal (RailChainSignal, LuaEventDispatcher::checkEventsAreAll
- Replies: 5
- Views: 1287
Re: [2.0.13] Crash on repathing after placing a rail signal (RailChainSignal::setup -> LuaEventDispatcher::checkEventsAr
Same with this save, the game crashes completelly after I put a new signal on a track. I tried uninstalling all mods that added trains, also on this save I heavilly use the interrupt to manage the train pathfinding. Hope it helps, I cannot add more train routes and I am running out of stone, wish me...