firstly, lamps are special in the way they are handled by the electric network to account for their rolling start and shutdown each night. So this might not behave like you'd intent right off the bat.
Secondly, wouldn't that make the lamp the only entity unrelated to the electric network itself to ...
Search found 24 matches
- Thu Sep 03, 2020 9:44 am
- Forum: Ideas and Suggestions
- Topic: Wired lamps
- Replies: 15
- Views: 4953
- Wed Aug 05, 2020 6:24 pm
- Forum: Technical Help
- Topic: [0.18.38] crash updating with --apply-update
- Replies: 5
- Views: 2426
Re: [0.18.38] crash updating with --apply-update
The log shows you having only 815MB of ram, so it might run out when updating.
In that case I'm out of luck. Currently the free-tier AWS is enough for me and my friend and upgrading it to the next larger tier is hard to justify.
on my headless server i just stop the game and overwrite with ...
- Wed Aug 05, 2020 1:38 pm
- Forum: Technical Help
- Topic: [0.18.38] crash updating with --apply-update
- Replies: 5
- Views: 2426
Re: [0.18.38] crash updating with --apply-update
I stilll have this problem. Can someone help?
How are you guys updating your servers?
How are you guys updating your servers?
- Mon Aug 03, 2020 12:21 pm
- Forum: Technical Help
- Topic: [0.18.38] crash updating with --apply-update
- Replies: 5
- Views: 2426
[0.18.38] crash updating with --apply-update
Hello! I'm new to running a headless server and managing linux in general. I'm using narc0tiq's update script to download update packages, that I then try to apply to the server with --apply-update to update it to the newest version. It's currently running 0.18.38, however the problem was already ...
- Tue Sep 24, 2019 12:29 pm
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 21806
Re: Factorio version 0.17 - Now stable
Wow congratulations! You guys worked hard on this and it has definitely payed out as far as I can tell.
Now we're waiting for 0.18 :mrgreen:
I'm dazzled by the awesome screenshot at the top of the page. What is this bright blue stuff coming out of the chemical plant and going into the output (wtf ...
Now we're waiting for 0.18 :mrgreen:
I'm dazzled by the awesome screenshot at the top of the page. What is this bright blue stuff coming out of the chemical plant and going into the output (wtf ...
- Thu Sep 19, 2019 3:55 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Interesting! Could we get this for IR? Would help immensely for the burner phase.FactorioBot wrote: Thu Sep 19, 2019 3:29 pm Modding
- Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.

- Wed Sep 18, 2019 5:42 am
- Forum: Gameplay Help
- Topic: [0.16] Power Reading kW = MJ conversion Ratio measurement ticks
- Replies: 5
- Views: 3112
- Tue Sep 17, 2019 2:25 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
This is as non-prestige as I can get it without starting to lose the colouring too much
In case you're looking for feedback:
I think the metal variants look really nice and "scrappy" now.
However, the glass one looks a bit odd. My experience tells me that glass shards normally come in pretty ...
In case you're looking for feedback:
I think the metal variants look really nice and "scrappy" now.
However, the glass one looks a bit odd. My experience tells me that glass shards normally come in pretty ...
- Fri Sep 13, 2019 1:24 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80792
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
It's an artefact of a quick and dirty tiling technique I used. You can make any texture tile-able by mirroring it along each axis once.
- Fri Sep 13, 2019 1:05 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80792
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
That's exactly what I did.Enderdraak wrote: Fri Sep 13, 2019 1:04 pm It looks nice, but is it possible to make the hight of the diamond less than the width?? to give the viewing angle more legitimacy??
- Fri Sep 13, 2019 12:57 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80792
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I'm more concerned about the "perfectly grid aligned" aspect of the pattern. Looks like 4 mini-tiles per tile, perfectly parralell to normal tiles. Maybe it'd help to turn the grid 45Β°? or make the lines a bit more wavy.
I like your idea so I just made a quick mockup to test it out. Here's 45 ...
I like your idea so I just made a quick mockup to test it out. Here's 45 ...
- Fri Sep 13, 2019 12:01 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 80792
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I applaud the effort to give landfill it's own unique texture, especially because I prefer the dirt / dry dirt textures over grass as it goes better with almost every entity in the game.
However, I think it suffers from the same problem as the old concrete texture: it's prefect grid pattern makes ...
However, I think it suffers from the same problem as the old concrete texture: it's prefect grid pattern makes ...
- Wed Sep 11, 2019 12:21 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Sounds interesting but I don't quite understand just by your description. Could you make an example for me, please?mrvn wrote: Wed Sep 11, 2019 12:06 pmSince there are long burner inserters you can power them from the input belt if you put input and output belts on the same side.
- Wed Sep 11, 2019 11:09 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I want to highlight something that this mod does exceedingly well even when compared to professionally produced games with crafting elements.
I have no clue about game design but I've come to realise that a good crafting recipe strikes a balance between components that are thematically appropriate ...
I have no clue about game design but I've come to realise that a good crafting recipe strikes a balance between components that are thematically appropriate ...
- Wed Sep 11, 2019 8:53 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Busses are boring. Spaghetti 4 lyfe.
Or do it the cool kids way and put all of the complicated stuff on a trains and just build micro bases everywhere.
Preach brother!
I'm about to go electric. I'm so exited! Electric inserters are a huge milestone as it means I can finally use both sides of ...
- Tue Sep 10, 2019 5:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
In IR without RSO, it isn't, on purpose, won't change. But RSO can in theory put iron a long, long way away. My own feeling is that this is exactly the challenge RSO should be adding, and playing with it a bit myself, it seems OK, RNG permitting - but it's not my mod and I'm happy for orzelek/RSO ...
- Tue Sep 10, 2019 2:25 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Since you seem to like to look at bases made with IR I want to show you mine as I transition from the bronze to the iron age. I'm playing with RSO so resources in my base are about to run dry (especially copper) and I have to spend my first ingots to hopefully transition to trains. Biters are slowly ...
- Sat Sep 07, 2019 9:04 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.9.x)
I did some throughput testing on the Long burner inserters and and to my surprise they seems to behave exactly like regular long inserters performance wise - not including the time they might spend fuelling themselves.
While I had the test setup ready I confirmed my suspicion that this is true for ...
While I had the test setup ready I confirmed my suspicion that this is true for ...
- Fri Sep 06, 2019 9:39 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.9.9)
I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace)
Fixed in next version.
Coolio! Is it going to be your own implementation of the burner leech mod? It does sounds powerful early on when everything is powered by burner energy. Should I replace it with said mod ...
- Fri Sep 06, 2019 9:01 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 469810
Re: [MOD 0.17+] Industrial Revolution (0.9.9)
I'm encountering a crash when pressing ctrl+G on any entity (e.g. stone furnace)
The mod Industrial Revolution caused a non-recoverable error.
Please report this error to the mod author.
Error while running event IndustrialRevolution::deadlock-control-burner-leech (ID 144)
__IndustrialRevolution ...
The mod Industrial Revolution caused a non-recoverable error.
Please report this error to the mod author.
Error while running event IndustrialRevolution::deadlock-control-burner-leech (ID 144)
__IndustrialRevolution ...