Search found 88 matches
- Sat Apr 27, 2024 1:18 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 34245
Re: Friday Facts #408 - Statistics improvements, Linux adventures
What I would like to see is that when I filter results in the statistics, I like to look at the numerical numbers below the graphs. When I come back into the screen, the graph is still filtered but the numerical numbers below are not. Be nice to have a pull down with recent views. Also might be nice ...
- Fri Aug 14, 2020 4:55 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 124254
Re: Friday Facts #360 - 1.0 is here!
Congrats on 1.0!
For me it's been a 5 year addiction that I take an occasional break from then jump back in and love it to bits over and over again. 3000+ hours later and I am still looking forward to continue my PyLife game tonight (but only at 18.47 so the Spidertron has to wait)
For me it's been a 5 year addiction that I take an occasional break from then jump back in and love it to bits over and over again. 3000+ hours later and I am still looking forward to continue my PyLife game tonight (but only at 18.47 so the Spidertron has to wait)
- Fri Mar 06, 2020 5:53 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 34853
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
I feel that the UI would be easier to understand if we added both the current and max values on all bars; this would answer at a glance:
- What is my current max production capacity?
- What is my current max capacity?
- How much spare capacity do I have?
This ^^^^ needs to be implemented ...
- Fri Oct 25, 2019 5:01 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 55356
Re: Friday Facts #318 - New Tooltips
If you guys are polishing up the GUI, I want to add this as a suggestion.
With electricity, you never know what your surplus or deficit is currently running. You just have a yellow bar that you have to guess how many steam engines to add and it never seems to be enough. Or how much demand can I add ...
With electricity, you never know what your surplus or deficit is currently running. You just have a yellow bar that you have to guess how many steam engines to add and it never seems to be enough. Or how much demand can I add ...
- Mon Jan 28, 2019 1:17 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 90243
Re: [MOD 0.15.x] Mining Space Industries
In my opinion, I think you need to re-balance the atomic bomb cargo.
In my current playthrough, it requested 6 atomic bomb cargoes.
Here's my math:
1 cargo=10,000 bombs
1 bomb=20 U235=200,000 U235
1 U235=3 U238 through Koverex process=600,000 U238
1 U238=10 U ore=6,000,000 ore
So 36,000,000 ...
In my current playthrough, it requested 6 atomic bomb cargoes.
Here's my math:
1 cargo=10,000 bombs
1 bomb=20 U235=200,000 U235
1 U235=3 U238 through Koverex process=600,000 U238
1 U238=10 U ore=6,000,000 ore
So 36,000,000 ...
- Tue Jan 22, 2019 5:33 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 90243
Re: [MOD 0.15.x] Mining Space Industries
This looks absolutely brilliant, and was just wondering about compatibility with Angel and Bob's mods? I've seen other people mention they're using them, but the info.json file doesn't seem to mention them either way.
Thanks in advance for what I'm sure will be an awesome playthrough!
I'm ...
- Mon Oct 01, 2018 12:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
- Replies: 7
- Views: 3673
Re: [0.16.51] Error: "Direct3D device lost during loading of sprites"
Update: I loaded driver dated 9.18.18 and have not seen the lockup since. The qualification is that I haven't played a lot of sessions since I posted and played this weekend without anything else in the background (libre office and brave browser are my most common ones). Did a number of starts then ...
- Sat Sep 22, 2018 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
- Replies: 7
- Views: 3673
- Fri Sep 21, 2018 11:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
- Replies: 7
- Views: 3673
Re: [16.51] Game freezes on loading prior to main menu
Is this what you need?
- Fri Sep 21, 2018 3:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "Direct3D device lost during loading of sprites"
- Replies: 7
- Views: 3673
[0.16.51] Error: "Direct3D device lost during loading of sprites"
The issue I have is that maybe 10-15% of the time when I start Factorio, the game will freeze and stop loading. And it always happens at the same point of the loading sequence. It will say either "cropping bitmaps" or "loading sprites" and be stuck at 40% load. The cropping bitmaps is generally the ...
- Fri Aug 17, 2018 2:48 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 55979
Re: Friday Facts #256 - The little things 3
Can we make the belt immunity able to be toggled on and off with a hotkey? I love the version in nanobots most of the time but there are times when I want to use the belts to run faster across the base
- Fri Aug 10, 2018 3:57 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 60792
Re: Friday Facts #255 - Construction tools
I agree with the concern that adding an extra click after hitting Q while holding a blueprint is going to be annoying, but I'm wondering if maybe it won't because people will more often use copy past functionality than blueprints. I know most of what I do is Delete old blueprint>shift select new ...
- Thu Aug 09, 2018 5:03 pm
- Forum: General discussion
- Topic: Best Factorio feature
- Replies: 15
- Views: 6117
Re: Best Factorio feature
Blueprints+personal robo port
Close second is the mods.
First one lets me not reinvent the wheel every single game and I can look at optimizing and making things better/bigger than I had before.
Second one lets me ramp the difficulty up or down and just completely change the game play (seablock ...
Close second is the mods.
First one lets me not reinvent the wheel every single game and I can look at optimizing and making things better/bigger than I had before.
Second one lets me ramp the difficulty up or down and just completely change the game play (seablock ...
- Thu Aug 09, 2018 4:50 pm
- Forum: General discussion
- Topic: My guide to "There is no spoon" (15.X version)
- Replies: 48
- Views: 78670
Re: My guide to "There is no spoon" (15.X version)
I got both of these in a weekend couple of weeks ago. Was just messing around in vanilla and realized that on the railworld base I was making that at about 9 hours in, that I could actually get the No time for Chit Chat, Made it with like 10 minutes to spare. Then I went through the base and ...
- Fri Jun 08, 2018 5:15 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 71659
Re: Friday Facts #246 - The GUI update (Part 3)
I hope one area for a GUI/interface that gets looked at is the electricity supply/demand. It should be on its own button for one thing. And the whole satisfaction/production graph is just confusing. My big gripe is that when I'm in deficit, how many power plants do I need to add?
My suggestion is a ...
My suggestion is a ...
- Mon Apr 02, 2018 2:20 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 700452
Re: pY Coal Processing - Discussion
Okay, so I am lost. How do you make bone meal for green science? There are no recipes listed when I search in "what's it really used for". Ulric ranch has no recipes available and I am completely through with all red science.
EDIT: The bonemeal recipe is not unlocked when coal processing 1 is ...
EDIT: The bonemeal recipe is not unlocked when coal processing 1 is ...
- Tue Mar 20, 2018 7:45 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 345978
Re: [MOD 0.16] Xander Mod v1.5.1
Ouch, something (factorio beta update?) just switched the order of inputs for all my 2-input standard chemical plant input recipes, so my factory is broken :(. Anyone else get hit by that? I can fix, might take an hour though, i have hundreds to fix. Maybe there's a smarter way than just replumbing ...
- Wed Mar 14, 2018 2:02 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 345978
Re: [MOD 0.16] Xander Mod v1.5.1
Where do the bugs get listed for fixing/updates?
I'll list what I've found in a more official place.
I'll list what I've found in a more official place.
- Mon Mar 12, 2018 1:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 345978
Re: [MOD 0.16] Xander Mod v1.5.1
So found something else and can't find out where it is defined to fix it.
The long fast inserter (and am assuming the long stack inserter and if there is a long fast stack inserter) isn't long handed. I couldn't find anywhere that the reach and speed are defined. I just tried changing the ...
The long fast inserter (and am assuming the long stack inserter and if there is a long fast stack inserter) isn't long handed. I couldn't find anywhere that the reach and speed are defined. I just tried changing the ...
- Sat Mar 10, 2018 2:47 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 345978
Re: [MOD 0.16] Xander Mod v1.5.1
I ended up not getting pitchblende on my current map without RSO. I had to console in a patch. My try with RSO could have been better if I had some granitic close. I think i didn't have lead either.