Search found 15 matches

by shelmak.gc@gmail.com
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=). ...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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'...
by shelmak.gc@gmail.com
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 ...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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 ...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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=). ...
by shelmak.gc@gmail.com
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'...
by shelmak.gc@gmail.com
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...
by shelmak.gc@gmail.com
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.
by shelmak.gc@gmail.com
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...

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