Search found 14 matches

by vladdu
Sat Nov 09, 2024 8:53 pm
Forum: Technical Help
Topic: Slow startup of the game
Replies: 7
Views: 679

Re: Slow startup of the game

I see, thanks! I asked because if I start up to the menu, close Factorio and restart it right away, the second time is significantly faster. The RAM used by the application should have been released. Anyway, I guess the real question was if it's only on my machine or that's how it is.
by vladdu
Sat Nov 09, 2024 8:43 pm
Forum: Technical Help
Topic: Slow startup of the game
Replies: 7
Views: 679

Slow startup of the game

Hi all, I'm taking it slow with SpaceAge, it's a lot of fun so far. I notice though that starting the game is very slow, it takes a couple of minutes for all the sprites and whatnots to load. This is only the first time after restarting the PC, if I restart the game it's faster. I take it that there ...
by vladdu
Tue Nov 24, 2020 9:38 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 155100

Re: Version 1.1.0



I installed it alongside the stable version, but there is a problem: the mods are shared and when updating them to the version supporting 1.1, they no longer work on 1.0 and there's no way to revert them... I think this is a bit unfriendly, unless I did something I shouldn't have. Did I?

I ...
by vladdu
Tue Nov 24, 2020 8:40 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 155100

Re: Version 1.1.0

Great update!

I installed it alongside the stable version, but there is a problem: the mods are shared and when updating them to the version supporting 1.1, they no longer work on 1.0 and there's no way to revert them... I think this is a bit unfriendly, unless I did something I shouldn't have. Did ...
by vladdu
Thu Apr 30, 2020 3:04 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 38753

Re: Version 0.18.22

Note that what was removed had been deprecated in 0.15, so I guess that one thing to do would be to better notify mode devs that things will break, and another that the release note should note when some changes could break things like that. I would have liked to know before upgrading.
by vladdu
Thu Apr 30, 2020 12:06 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 38753

Re: Version 0.18.22

Is it just me, or did many mods break with this version? "(custom-input): Unknown consuming type: script-only"
Oh, I should have read everything "Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24."
by vladdu
Tue Apr 23, 2019 12:35 pm
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2666

Re: [0.17.4] Power pole ghosts hard to see

Thank you!
Talking about visibility, even the icons above the assemblers can be hard to discern (even when normal, not ghosted). Maybe a background for the icons that is less noisy?
by vladdu
Fri Mar 01, 2019 7:01 pm
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2666

Re: Power poles hard to see when ghosted

Much appreciated, thanks! Also, now the Nanobots have been upgraded :-)
by vladdu
Fri Mar 01, 2019 7:37 am
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2666

Re: Power poles hard to see when ghosted

Thanks, that's a good suggestion, but it it is indeed a problem (and not just me having bad sight), then I think it should be addressed in vanilla. It's about the first impression, too.
by vladdu
Thu Feb 28, 2019 6:27 pm
Forum: Minor issues
Topic: [0.17.4] Power pole ghosts hard to see
Replies: 6
Views: 2666

[0.17.4] Power pole ghosts hard to see

This is a small issue, but annoying. It might have been so before 0.17, but I had the nanobot build things for me :-)

When placing a blueprint, in the ghosted image it is difficult to see the power poles on most terrains.

Otherwise 0.17 looks great for me.
by vladdu
Fri Jan 25, 2019 8:44 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 90094

Re: Friday Facts #279 - Train GUI & Modern Spitter

The trains GUI looks good, but something feels like it is missing... Or maybe just not mentioned.

With drag-and-drop for stations, it is easy to create a route where stations are in the wrong order. Will the map show the current route and make stations easy to spot? If I have a round track where I ...
by vladdu
Sun Jan 07, 2018 5:36 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 420299

Re: Friday Facts #224 - Bots versus belts

Therefore I propose the following change: Logistics chests are made infinite in storage and share the inventory globally.
Sorry, but that already exists (albeit with poor graphics): https://factoryidle.com/ :o
by vladdu
Sat Jan 06, 2018 7:21 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 420299

Re: Friday Facts #224 - Bots versus belts

I'd like to make some suggestions from thinking outside the chest... erm, box ;) It might become a little off topic, in which case I apologize.

We want to be tinkering, but it's only fun as long as it's not tedious. After a while, micro-managing a megabase becomes (at least, it does for me) very ...
by vladdu
Sun Jul 03, 2016 1:34 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 145646

Re: [MOD 0.12.11+] Blueprint String

Hi!

It looks like the new blueprint-book is not supported - I think only blueprints in toolbar and inventory are saved.

I think that it would be useful to be able to even load blueprints (or better, blueprints books!) that were previously exported.

regards,
Vlad

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