Search found 35 matches

by R060
Tue Mar 18, 2025 8:44 am
Forum: Gameplay Help
Topic: Keeping biters at bay
Replies: 11
Views: 1106

Re: Keeping biters at bay

Try mines. They are very high damage and deal it in a radius of an explosion. And they are even cheaper than yellow ammo.

To automate them, place a roboport with a construction bots and a storage chest full of mines in its logistics zone. Any blown up mine will leave a ghost after it and ...
by R060
Tue Feb 25, 2025 12:10 pm
Forum: Technical Help
Topic: [2.0.35]Alt+Right Click not working for Linux
Replies: 2
Views: 214

Re: [2.0.35]Alt+Right Click not working for Linux


on Linux Mint
alt+right click to pin.


Do you have any other application to test if Alt+Button3 (right mouse button) is actually working?

Your desktop (I guess its one of Cinnamon, MATE or Xfce) probably processes Alt+Button3 combination (maybe for window resize?) and not passes this event ...
by R060
Tue Feb 25, 2025 4:51 am
Forum: Ideas and Suggestions
Topic: Cargo bay throughput alternative: cargo hatches
Replies: 6
Views: 521

Re: Cargo bay throughput alternative: cargo hatches


Tl;dr
Add a new item that connects to cargo bays, cargo landing pads and platform hubs, called "Cargo hatch".
Cargo hatches can have item filters set, extremely similar to a requester chest making the hatch work to "pull" items to itself after a progress bar is filled, one stack at a time ...
by R060
Sat Feb 01, 2025 4:40 am
Forum: Technical Help
Topic: How can I reduce particle update
Replies: 24
Views: 1509

Re: How can I reduce particle update


I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.

My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?

I assume that's a drawing ...
by R060
Fri Jan 24, 2025 1:17 am
Forum: General discussion
Topic: Why are some obvious chains of logic not presented in the game? For example...
Replies: 3
Views: 835

Re: Why are some obvious chains of logic not presented in the game? For example...


i've done both of these things, for the turrets i wire a circuit that recognises the ammo decreased below the auto insertion limit (the amount of ammo that sits in the turret from the inserter), this fed into a latch/memory cell circuit that held the desired state for 5 seconds. it needs this ...
by R060
Fri Jan 24, 2025 12:57 am
Forum: Technical Help
Topic: in-space-no-one-can-hear-you-scream
Replies: 7
Views: 906

Re: in-space-no-one-can-hear-you-scream


When can you add a hyper-aggressive alien i can inserter-throw into space


I think you can do that by severing platform where biter is standing with mines, but I don't know how to trigger that without la creature dying in the process. Maybe a belt of eggs that goes far enough from the end of the ...
by R060
Tue Jan 21, 2025 12:19 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 16
Views: 1768

Re: Dynamically change trainstop names richtext icons with circuit signals

As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.
Also would be nice to just select multiple names for the same ...
by R060
Sun Jan 19, 2025 5:48 pm
Forum: Won't fix.
Topic: [2.0.24] Mines can create holes in space platform
Replies: 13
Views: 3369

Re: [2.0.24] Mines can create holes in space platform



Watching this thread like a hawk hoping it lands in "Not a Bug," it's genuinely a cool feature for people intending it, and allows for some rebellious creativity.

Maybe the only true bug is that the hole cannot be closed once opened, and might necessitate a new tile-building rule, "if a tile of ...
by R060
Sun Jan 19, 2025 5:29 pm
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 6
Views: 567

Re: Radar channels

You can use an encoding technique to encode your input signal into 32 bits of the carrier signal. First arithmetic combinator will take your input signal and mask (truncate) it with "AND" operation by a constant "2^N - 1", where "N" is a number of bits you want to transmit. Second arithmetic ...
by R060
Fri Jan 17, 2025 5:46 pm
Forum: Gameplay Help
Topic: I would appreciate some help on... Gleba
Replies: 33
Views: 17008

Re: I would appreciate some help on... Gleba


First I thought the heating tower is the universal solution. But It just doesn't do the job. Once it reaches 1000°C it just stops working and sometimes does not accept any more input. Actually it even got damaged for some reason because of it.


That's impossible. Heating tower consumes fuel even ...
by R060
Tue Jan 14, 2025 11:08 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 19
Views: 5210

Re: Ban quality modules from asteroid crushers



Except people still ship ammo (rocket missiles) to the platforms instead of crafting them at the rate they consume them, or just wait for 2 hours for them to be replenished


I don’t think I’ve ever seen anyone do that. Why would you even do it for rockets specifically? Those are easy to ...
by R060
Tue Jan 14, 2025 4:24 pm
Forum: Implemented Suggestions
Topic: Decider combinator should have ability to output "constant"
Replies: 14
Views: 1362

Re: Decider combinator should have ability to output "constant"


I will refrain from passing judgement on whether or not the other half of players should learn this stuff. But the devs do need to toe the fine line between satisfying both player bases and maintaining the artistic concept of their game.


Why circuits are something that someone should not learn ...
by R060
Tue Jan 14, 2025 1:45 pm
Forum: Implemented Suggestions
Topic: Decider combinator should have ability to output "constant"
Replies: 14
Views: 1362

Re: Decider combinator should have ability to output "constant"


As much as I'd appreciate this, were it to be implemented, I can see why the devs might not want to do so. The more we integrate such "redundant" pieces of the circuit network, the more we move away from the need to have multiple pieces with distinct functionality in the first place. Basically ...
by R060
Tue Jan 14, 2025 1:32 pm
Forum: Gameplay Help
Topic: Deathworld-Questions in Space Age
Replies: 7
Views: 1562

Re: Deathworld-Questions in Space Age

Stop producing ammo higher than yellow for turrets and rush for mines. They are 4 times cheaper than yellow ammo and kill everything more effectivly even when dealing with single targets, not to mention that they kill multiple targets.
Red ammo is just a scam.
Lazer turrets take 9.6 MW each when ...
by R060
Tue Jan 14, 2025 1:05 pm
Forum: Balancing
Topic: Ban quality modules from asteroid crushers
Replies: 19
Views: 5210

Re: Ban quality modules from asteroid crushers


Glad that shipping ammo to platform, or asteroid storage did not get hammered, and we get a lot of diversity there.


Except people still ship ammo (rocket missiles) to the platforms instead of crafting them at the rate they consume them, or just wait for 2 hours for them to be replenished and ...
by R060
Tue Jan 14, 2025 2:35 am
Forum: Technical Help
Topic: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)
Replies: 18
Views: 1671

Re: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)


I would also like to know what Flip is under the graphics run time in the F4 menu.


It's the game literaly waiting while already prepared frame would be drawn to the "screen" and "screen" returns back and says «Give me the next frame». https://en.m.wikipedia.org/wiki/Multiple_buffering#Page ...
by R060
Tue Jan 14, 2025 2:12 am
Forum: Technical Help
Topic: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)
Replies: 18
Views: 1671

Re: Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too)


So, I've been playing around with it off and on for a few days, trying a few different things.

What seems to have finally stabalized the FPS (and by extension, the "Flip" category, still not sure what it is in any case) was changing the Steam Compatibility layer.

I was originally using "Steam ...
by R060
Mon Jan 13, 2025 1:39 am
Forum: Technical Help
Topic: [2.0.38] headless debian 12 server random crashes
Replies: 11
Views: 1015

Re: [2.0.38] headless debian 12 server random crashes

Found a related post with a solution. Check it out 90221
by R060
Mon Jan 13, 2025 1:34 am
Forum: Technical Help
Topic: [2.0.38] headless debian 12 server random crashes
Replies: 11
Views: 1015

Re: [2.0.38] headless debian 12 server random crashes



Yeah, looks like you are trying to run your server publicly available, which is the default configuration. That's why game is trying to connect to the host in the first place. If you did not want that, you can disable it in server configuration file (check what flags you need to provide it at ...
by R060
Sun Jan 12, 2025 3:58 pm
Forum: Balancing
Topic: Increase Gleba seed production chance
Replies: 75
Views: 26222

Re: Increase Gleba seed production chance


I'm very confused by the recommendations for the Biochamber. The Biochamber requires a resource that I don't have. If I don't have enough seeds, then I don't have enough fruit. If I don't have enough fruit, then I don't have spoilage. If I don't have spoilage, not only can my factory not produce ...

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