Search found 24 matches

by Krizs
Tue Jan 07, 2025 9:45 pm
Forum: Resolved Problems and Bugs
Topic: [Hrusa] [2.0.26] Dropping large amounts of items from space platforms is quite slow compared to pre 2.0.25
Replies: 3
Views: 1077

Re: [2.0.26-29] Dropping large amounts of items from space platforms is quite slow compared to pre 2.0.25

We've done further testing and fail to grasp any real correlation with changing the amount of cargo bays on the receiving planet and the platform that's dropping items, it just feels slow and quite unreliable as dropping 100K packs wildly varies between 10s and 50+s even though the request isn't ...
by Krizs
Wed Jan 01, 2025 3:41 pm
Forum: Balancing
Topic: Electric poles should be lightning proof on Fulgora just like rail components
Replies: 17
Views: 2711

Re: Electric poles should be lightning proof on Fulgora just like rail components

To constrast my original post, I'm talking mega base size and late game where my frustration comes from having an extensive rail network that is a hassle to expand because of the connected electric network.

I can understand and I suppose accept the argument if the dev intention is to force or at ...
by Krizs
Wed Jan 01, 2025 12:51 pm
Forum: Balancing
Topic: Electric poles should be lightning proof on Fulgora just like rail components
Replies: 17
Views: 2711

Electric poles should be lightning proof on Fulgora just like rail components

I'd like to propose that all sizes or at least big electric poles should be lightning proof so on a big scale Fulgora setup when you're running your power lines along your rail tracks you don't need to cover your entire rail track with lightning collectors/rods.

Rail parts and signals are immune to ...
by Krizs
Mon Dec 16, 2024 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [Hrusa] [2.0.26] Dropping large amounts of items from space platforms is quite slow compared to pre 2.0.25
Replies: 3
Views: 1077

[Hrusa] [2.0.26] Dropping large amounts of items from space platforms is quite slow compared to pre 2.0.25

What did you do?
Observed space platforms dropping items.

What happened?

I only have anecdotal evidence as I didn't revert back to previous versions, but before the 2.0.25 change in cargo pod scheduling our Gleba shuttles just dropped 50-100K science packs to Nauvis without even stopping i.e ...
by Krizs
Mon Dec 16, 2024 12:52 pm
Forum: Minor issues
Topic: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 14
Views: 6365

Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades

I'd just like to chime in with a suggestion.

With infinite production researches you've implemented UI notifications to let the player know that further research won't bring benefits by showing productivity 300% = max.

I don't think it's a nice solution as it may still lead players to waste their ...
by Krizs
Sat Nov 23, 2024 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.20] Not all rockets launching when ready
Replies: 12
Views: 3114

Re: [2.0.20] Not all rockets launching when ready


I don't know what specifics in OP's base are causing it, but I cannot reproduce it in this small vanilla test base:
MultiLaunchesTest.jpg


We tried out your test save and without touching it, they fired properly as you showed in your image. However, even though we couldn't exactly pinpoint the ...
by Krizs
Sat Nov 23, 2024 12:08 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.20] Not all rockets launching when ready
Replies: 12
Views: 3114

Re: [2.0.20] Not all rockets launching when ready

Our current mega-base-in-progress produces ~50K packs / minute for Automation, Logistic, Chemical, Production, Utility, Military, Space and Agricultural with the rest of the planets being under construction from the previous stage (~24K/m) and Promethium lagging behind.

We have 132 silos loaded ...
by Krizs
Thu Nov 21, 2024 6:55 pm
Forum: Balancing
Topic: Increase spoilage timer
Replies: 15
Views: 3936

Re: Increase spoilage timer

What me and my friend at 300+ hours into Space Age, currently working on our megabase 250+ hours in, producing ~48K regular sciences and working on the specific planetary ones find most annoying about the spoilage timer isn't for the production chains, but the fact that the science packs spoil as ...
by Krizs
Fri Sep 22, 2017 7:38 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 64590

Re: Friday Facts #209 - Optimisation is a way of life

@Bot dilemma

Since I love building mega factories with my friend and have been doing so ever since we found the game somewhere around v12.x it's always an issue that we aren't optimising factories for "gameplay efficiency" but UPS efficiency, so we can run our mega bases in multiplayer at a ...
by Krizs
Mon May 01, 2017 11:22 am
Forum: Resolved Problems and Bugs
Topic: [15.5][GUI] Logistic network window item list out of bounds
Replies: 2
Views: 2315

[15.5][GUI] Logistic network window item list out of bounds

Hi,

Hopefully not a duplicate, couldn't find another thread on this topic. Unsure if it is a 15.x issue or just present in 15.5, noticed it in 15.5.

If I open the logistic network window of our factory while inside the logistic network of the factory itself or inside my own network from the ...
by Krizs
Sun Apr 23, 2017 4:00 pm
Forum: Implemented Suggestions
Topic: Turning off pollution calculations - Megabase performance
Replies: 2
Views: 2452

Re: Turning off pollution calculations - Megabase performance

Oh, thanks for that, I'm pretty sure I read all the FFF's but that probably slipped my mind.

Cheers for the info mate!
by Krizs
Sun Apr 23, 2017 1:26 am
Forum: Implemented Suggestions
Topic: Turning off pollution calculations - Megabase performance
Replies: 2
Views: 2452

Turning off pollution calculations - Megabase performance

Hi there,

I love my megabases and would love to be able to run them as smoothly as possible.

Since you can set the Enemy base frequency to None at the start of a game thus getting rid of biters altogether, would it be possible to also turn off pollution calculations in this case to save on CPU ...
by Krizs
Wed Nov 02, 2016 3:31 am
Forum: Technical Help
Topic: Desyncing between host and client without d/c 14.7
Replies: 5
Views: 4048

Re: Desyncing between host and client without d/c 14.7

Thanks for looking into it. As for the factory we have run the oil products module test but the pumps and oil rail network still has to be made as well as the actual launch site. The coal mines also need to be reintegrated into the upgraded 8line railway bus if I remember correctly.The satellite ...
by Krizs
Mon Oct 31, 2016 3:25 pm
Forum: Technical Help
Topic: Desyncing between host and client without d/c 14.7
Replies: 5
Views: 4048

Desyncing between host and client without d/c 14.7

Hello devs,

We originally started this factory out in 12.12 and have spent roughly 2x240 hours with my friend trying to achieve our megabase which can sustain 1 rocket launch / minute while not working with buffers for about an hour.

Unfortunately, we started to get problems somewhere in 14 with ...
by Krizs
Thu Aug 04, 2016 8:27 am
Forum: Resolved Problems and Bugs
Topic: [13.13] [kovarex] Train Signal on BP Error REOPENED
Replies: 18
Views: 13890

Re: [0.13.13] Train Signal on BP Error

Hi.

I can also confirm this bug. When we upgraded parts of our train network from 4 to 8 lanes and started printing our 8 to 4 and 8 to 8 T intersections we had a couple faulty signals in most if not all of them. After picking the faulty signals up and replacing them they work as intended.
by Krizs
Fri Jul 01, 2016 9:45 pm
Forum: Pending
Topic: [13.3] Multiplayer Vanilla Instant Desync
Replies: 1
Views: 1443

[13.3] Multiplayer Vanilla Instant Desync

Hello,

As requested in https://forums.factorio.com/viewtopic.php?f=11&t=27481 since the problem still persists in 13.3 I'm posting a new thread about the instant desync loop.

This is what I did:
1) Downloaded 13.3 ZIP version from factorio.com
2) Unzipped it and renamed the first folder so it had ...
by Krizs
Fri Jul 01, 2016 8:44 am
Forum: Resolved Problems and Bugs
Topic: [0.13.2] Multiplayer desyncs
Replies: 7
Views: 3634

Re: [0.13.1] Multiplayer desyncs

Still present in 0.13.2

I can't reproduce it. I load up 2 local games and connect them to each other and it runs just fine.

Is there anything you're doing that triggers it? Do I need to wait for some amount of time?

Since we are also dealing with a desync problem, but with saves that were ...
by Krizs
Fri Jul 01, 2016 8:35 am
Forum: Resolved Problems and Bugs
Topic: 13.0 MP Desync loop Vanilla
Replies: 11
Views: 5349

Re: 13.0 MP Desync loop Vanilla


1: Don't use the installer version of Factorio, use the zip version. Or change the config-path.cfg to something relative.
Zip uses this by default: config-path=__PATH__executable__/../../config
Whatever you do just make sure the path refers to a different location for each instance.

2: Make a ...
by Krizs
Fri Jul 01, 2016 12:43 am
Forum: Resolved Problems and Bugs
Topic: 13.0 MP Desync loop Vanilla
Replies: 11
Views: 5349

Re: 13.0 MP Desync loop Vanilla

Problem still exists in 13.2 as well, we tried multiple maps, regarding the desync issue that was fixed in 13.2 with the closely placed signals we tried maps that had no signals, still desyncs. We also tried it so different people hosted the same map, and different people were the clients, in all ...

Go to advanced search