Search found 21 matches

by Spychotic
Fri Jul 11, 2025 7:58 pm
Forum: Ideas and Suggestions
Topic: Power generator circuit connections
Replies: 4
Views: 352

Re: Power generator circuit connections



There's no way to do this - well, there might be but it's far too complicated if there is - using the accumulator readouts.


It can be accomplished with a single decider. (A < T1) or (S > 0 and A < T2) -> 1 S, with the output fed back into the input. T1 is your low power threshold and T2 is ...
by Spychotic
Sat Jun 28, 2025 11:06 am
Forum: Ideas and Suggestions
Topic: Power generator circuit connections
Replies: 4
Views: 352

Power generator circuit connections

TL;DR
I'd like to be able to read the current power output of a generator as a percentage using the circuit network.


What?
I want to be able to do logical control based on the factory's present power usage. There's no way to do this - well, there might be but it's far too complicated if there ...
by Spychotic
Wed Feb 05, 2025 6:05 am
Forum: Technical Help
Topic: Crashes to desktop on load
Replies: 2
Views: 272

Re: Crashes to desktop on load

A system restart did fix the problem at least temporarily, will report back if it recurs again (this report is the first recurrence).
by Spychotic
Wed Feb 05, 2025 5:53 am
Forum: Technical Help
Topic: Crashes to desktop on load
Replies: 2
Views: 272

Crashes to desktop on load

I am getting a "Failed to load texture" error and CTD when trying to load the game.

Attempted a full reinstall, and now I get a full-on crash when trying to load the game.

Logs are attached!
by Spychotic
Sat Jan 25, 2025 10:04 pm
Forum: Duplicates
Topic: Spitters getting stuck in forests
Replies: 1
Views: 256

Spitters getting stuck in forests

On more recent versions, I have found that spitters keep getting stuck in forests, barfing at a random tree until the end of time. This is a problem as expanding past them is risky.

Not seen this before, seems to be new behaviour, and probably not intentional?
by Spychotic
Sun May 31, 2020 7:57 pm
Forum: Technical Help
Topic: Need help with setting up a DS
Replies: 2
Views: 1288

Re: Need help with setting up a DS

That worked. Thanks for taking the time to help me out :)
by Spychotic
Sun May 31, 2020 2:01 pm
Forum: Technical Help
Topic: Need help with setting up a DS
Replies: 2
Views: 1288

Need help with setting up a DS

Hi,

I am trying to set up a dedicated server using the Windows command line. I am following this set of instructions;

https://wiki.factorio.com/index.php?title=Multiplayer

However, it isn't working. I am not an expert with the Windows command line and I am clearly missing something. Attached here ...
by Spychotic
Thu Dec 12, 2019 8:20 pm
Forum: Gameplay Help
Topic: Bug or feature?
Replies: 2
Views: 1503

Bug or feature?

Question;

I have just experienced a confusing issue where an assembler making satellites using resources imported to a requester chest then loaded using an inserter would get "jammed".

The assembler's output was not blocked, and it was missing inputs, yet the inserter was static.

Careful ...
by Spychotic
Sun Nov 17, 2019 2:47 pm
Forum: Ideas and Suggestions
Topic: Change font colours in new infoboxes
Replies: 0
Views: 815

Change font colours in new infoboxes

I find the new information boxes to be visually nice, but since their introduction, I have been struggling to find the data I need.

It would be helpful (and I presume a simple change) if the information titles (status, crafting speed, products finished, pollution, health etc) were a different ...
by Spychotic
Fri Apr 19, 2019 6:18 am
Forum: Duplicates
Topic: Infinite building range for rails
Replies: 2
Views: 1458

Infinite building range for rails

Hi,

One of the recent changes to the rail build logic seems to have given me the ability to build rails out of my inventory at infinite range. When I am building rail ghosts in map mode, building off existing rails with shift click, taking my finger off shift seems to revert to direct placement ...
by Spychotic
Sun Apr 14, 2019 4:35 pm
Forum: General discussion
Topic: Question on optimisation
Replies: 13
Views: 4852

Re: Question on optimisation

Orzelek, the answer to your question is yes, materials are constantly moving through the storage. vanatteveldt has nailed the issue with his statement. I have separated the matrix up so that belts can load at three intermediate points in the storage, hence reducing the number of inserters that ...
by Spychotic
Sun Apr 14, 2019 9:09 am
Forum: General discussion
Topic: Question on optimisation
Replies: 13
Views: 4852

Re: Question on optimisation

Much as I appreciate the gameplay advice, that is all stuff that I already know and it isn't related to the question I asked.

I don't mean to be rude but I am interested in the topic and I don't want the thread to be buried under off-topic replies. Please keep this as a thread on optimisation and ...
by Spychotic
Sun Apr 14, 2019 8:45 am
Forum: General discussion
Topic: Question on optimisation
Replies: 13
Views: 4852

Re: Question on optimisation

Great idea, and normally that's how I'd be doing it. But I want to avoid having to build over resource patches, so I need to mine areas out and store the resources. Plus, I want my production spikes to potentially be quite long.
by Spychotic
Sun Apr 14, 2019 8:20 am
Forum: General discussion
Topic: Question on optimisation
Replies: 13
Views: 4852

Question on optimisation

Hi,

I'm building a megafactory to use as a sandbox, and it has a massive ore storage facility. At present, the ore storage facility is several lines of alternating steel chests and stack inserters. Belts feed the ore to be stored into the setup and the ore is then carried down the line by the ...
by Spychotic
Mon Mar 04, 2019 8:00 pm
Forum: Not a bug
Topic: [0.17.5] Tech progress loss on version update
Replies: 8
Views: 3323

[0.17.5] Tech progress loss on version update

Hi,

I just let Factorio update from when I played yesterday - I think it went from 0.17.4 to the current release. Loaded my megabase... and found that the tech that had been in progress, Artillery Shell range 8 at around 92% complete, was reset to zero.

If that's a bug (and I can't find it as a ...
by Spychotic
Tue Jul 24, 2018 12:37 pm
Forum: Ideas and Suggestions
Topic: Enhanced radar range
Replies: 2
Views: 1948

Enhanced radar range

Repeatable techs that enhance radar sector scan range and scan speed would be helpful for very late game megabases where we're trying to discover new resources - especially on rail worlds. Double especially on rail worlds with lots of water.
by Spychotic
Sat Dec 16, 2017 12:27 pm
Forum: General discussion
Topic: Question about placing blueprints
Replies: 0
Views: 780

Question about placing blueprints

I've noticed something a bit strange...

... It seems that when in map mode, one needs to hold <shift> in order to place a blueprint. One does not have to do this in player view; click places it.

Why the distinction?
by Spychotic
Sat Dec 16, 2017 11:19 am
Forum: Releases
Topic: Version 0.16.3
Replies: 17
Views: 16989

Re: Version 0.16.3

Just tried 0.16.3. My uber factory that I am building to churn out 1 rocket per minute used to run at 22FPS. It now consistently runs at 38FPS.

Seriously, speed is nearly doubled.

Thank you devs!
by Spychotic
Fri May 05, 2017 8:32 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 613
Views: 398275

Re: Thank you (Make the dev-team happy today!)

Dear devs,

I was going to post about the inserters-not-fuelling-trains-with-solid-fuel bug, but found that it had already been posted and fixed for the next update. So I thought that instead, I would post a public message of thanks to all the devs for creating this wonderful software that I enjoy ...
by Spychotic
Fri Nov 11, 2016 11:13 pm
Forum: Duplicates
Topic: Radar malfunction (0.14.20)
Replies: 2
Views: 1554

Re: Radar malfunction (0.14.20)

Ah! Thanks, after waiting, it did indeed go crazy with some sort of charting before returning to normal. Took about 6 minutes.

Regards,

Spike

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