Search found 115 matches
- Thu Jul 21, 2016 1:33 am
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 46088
Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !
Never noticed factorio had a multi threaded menu option... honestly I don't know, but when I look at my 4 cores charge, on a big factory, it seems that 4 cores are working equally around 30-40% Side threads are used to handle few things but main simulation is limited to single thread. I'm not 100% ...
- Sun Jul 10, 2016 11:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
- Replies: 26
- Views: 32866
Re: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
Here's an unofficial update to .13 .
Edited file to default settings.
Edited file to default settings.
- Sun Jul 10, 2016 10:51 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 43030
Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)
Building rocket parts is broken because there are 4 ingredients and the rocket silo only supports 3.
To fix add an entity-updates.lua file with
To fix add an entity-updates.lua file with
Code: Select all
data.raw["rocket-silo"]["rocket-silo"].ingredient_count=4
- Sat Mar 05, 2016 1:03 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 169387
Re: Friday Facts #128 - Back down to earth
I like the loader and I would certainly find it handy for mass storage. I don't like the idea of it consuming lubricant because that makes it tricky to use at outposts. Its use should be restricted to chests.
- Sun Nov 29, 2015 2:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.19] [kovarex] Roboport tooltip bugs
- Replies: 2
- Views: 5845
Re: [0.12.19] Roboport tooltip bugs
I agree that the personal roboport tooltip should be made consistent with the roboport tooltip.
- Sat Nov 28, 2015 1:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.19]Filtered inventory slots don't highlight
- Replies: 1
- Views: 4978
[0.12.19]Filtered inventory slots don't highlight
When you put your mouse cursor over an unfiltered inventory slot (toolbar, cargo wagon, etc...) it will highlight by lightening the background of the slot and drawing a white box around the slot. Nothing currently happens when mousing over a filtered inventory slot. To be consistent I would expect t...
- Sat Nov 28, 2015 1:02 pm
- Forum: Balancing
- Topic: Rocket Research needs to be split up.
- Replies: 10
- Views: 24807
Re: Rocket Research needs to be split up.
I agree that the research should be split up a bit.
- Sat Nov 28, 2015 12:28 pm
- Forum: Minor issues
- Topic: [0.12.19] mouse wheel left/right names, binds but don't work
- Replies: 1
- Views: 6061
Re: [0.10.11] mouse wheel left/right names, binds but don't work
Bug is still present in 0.12.19 but should still be a very low priority.
- Sat Nov 28, 2015 12:15 pm
- Forum: 1 / 0 magic
- Topic: [0.11.18][cube] intermittently unable to click on item
- Replies: 7
- Views: 13662
Re: [0.11.18][cube] intermittently unable to click on item
This bug doesn't affect me anymore.
- Sat Nov 28, 2015 11:57 am
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 48315
Re: Friday Facts #114 - Better train conditions
If stations gets circuit connections, it would be interesting to have them being able to be enabled/disabled from circuit conditions. It would permit to have train not going to disabled stations. I'm planning on making the trains controllable using the circuit network. This sounds like an interesti...
- Tue May 26, 2015 3:15 am
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 58666
Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7
Issues fixed: Entities created are no longer of the enemy force. Actuators will properly deactivate newly built targets without state change. Actuators don't forget about trains (when the train left the actuator would set its target to the rail and since the rail would never move or get destroyed i...
- Tue Apr 21, 2015 4:12 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 919098
Re: Factorio Roadmap for 0.12 + 0.13
With the current belts in 0.11 inserters can't fill a belt to full density. So, to make a belt full density I often put a next higher speed belt under the last few inserters or if dealing with express belt I have a few inserters go onto a second belt and use a splitter to merge the items in. Will th...
- Fri Apr 17, 2015 12:10 pm
- Forum: General discussion
- Topic: Performance statistics question
- Replies: 7
- Views: 3970
Re: Performance statistics question
My understanding is that flip refers to the rendered graphics in the buffer being swapped to what is being displayed. See https://forums.factorio.com/forum/viewtopic.php?f=49&t=7972 or http://en.wikipedia.org/wiki/Multiple_buffering#Page_flipping . It shouldn't take long more than a few msec per...
- Fri Apr 17, 2015 11:45 am
- Forum: General discussion
- Topic: Rendering extents/slowdown
- Replies: 2
- Views: 1979
Re: Rendering extents/slowdown
Chunks with pollution always update. For me the biggest slowdown is from entity update. Meaning the time the game is taking to handle all those belts, items, inserters, assemblers, etc...
- Sun Mar 29, 2015 8:54 am
- Forum: This Forum
- Topic: [fixed]Add implemented ideas subforum to ideas and suggest.
- Replies: 2
- Views: 5766
[fixed]Add implemented ideas subforum to ideas and suggest.
I noticed the "Force-place Incomplete Blueprints" thread in the ideas and suggestion forum and I thought we should consider an implemented ideas subforum to the ideas and suggestion forum so some threads can get moved there out of the way.
Does that sound reasonable?
Does that sound reasonable?
- Sun Mar 29, 2015 8:35 am
- Forum: Mods
- Topic: [MOD 0.10.x] Advanced radars
- Replies: 3
- Views: 6827
Re: [MOD 0.10.x] Advanced radars
I made an unofficial patch that works with 0.11.19. The continuous coverage areas were expanded but otherwise the radars are mostly the same. These radars are very helpful with the RSO mod.
- Sun Mar 29, 2015 8:06 am
- Forum: Mods
- Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
- Replies: 101
- Views: 58666
Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7
I decided to put together an unofficial patch for the next version (0.3.8). Issues fixed: Entities created are no longer of the enemy force. Actuators will properly deactivate newly built targets without state change. Actuators don't forget about trains (when the train left the actuator would set it...
- Sat Mar 28, 2015 4:38 pm
- Forum: Balancing
- Topic: Normal Oil Settings
- Replies: 22
- Views: 18618
Re: Normal Oil Settings
I'm surprised that there hasn't been any mention of productivity modules in the petrochemical production chain to reduce oil consumption. Let's take batteries as an example. If we put a pair of productivity 1 modules in a chemical plant/refinery you get a 4%*2=8% productivity bonus. Ignoring modules...
- Thu Mar 26, 2015 8:49 pm
- Forum: F.A.R.L
- Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
- Replies: 171
- Views: 138128
Re: [0.11.11+] FARL 0.2.6 (Rail Layer)
FARL causes an exit to main menu under certain conditions when using the FAT controller. To cause this get in a FARL and command it to move to another station. Change control to another train and drive it a bit manually and then hit the player button to try and return to the player still in the FARL...
- Thu Mar 26, 2015 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Be able to see your electric networks wherever you are βΈ
- Replies: 10
- Views: 18000
Re: Be able to see your electric networks wherever you are
But that leads me to another idea : there may be a small object/batiment that you must build and attach to the electric network you want to be able to see (and may be manipulate, being able to switch this network on/off far away from it for example). I can get behind something that must be attached...