Search found 16 matches
- Sun May 31, 2020 7:57 pm
- Forum: Technical Help
- Topic: Need help with setting up a DS
- Replies: 2
- Views: 907
Re: Need help with setting up a DS
That worked. Thanks for taking the time to help me out
- Sun May 31, 2020 2:01 pm
- Forum: Technical Help
- Topic: Need help with setting up a DS
- Replies: 2
- Views: 907
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 is...
- Thu Dec 12, 2019 8:20 pm
- Forum: Gameplay Help
- Topic: Bug or feature?
- Replies: 2
- Views: 1133
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 i...
- Sun Nov 17, 2019 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Change font colours in new infoboxes
- Replies: 0
- Views: 604
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 colour...
- Fri Apr 19, 2019 6:18 am
- Forum: Duplicates
- Topic: Infinite building range for rails
- Replies: 2
- Views: 1046
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 mode...
- Sun Apr 14, 2019 4:35 pm
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3468
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 activ...
- Sun Apr 14, 2019 9:09 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3468
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 PC...
- Sun Apr 14, 2019 8:45 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3468
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.
- Sun Apr 14, 2019 8:20 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3468
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 sequen...
- Mon Mar 04, 2019 8:00 pm
- Forum: Not a bug
- Topic: [0.17.5] Tech progress loss on version update
- Replies: 8
- Views: 2493
[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 feat...
- Tue Jul 24, 2018 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Enhanced radar range
- Replies: 2
- Views: 1394
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.
- Sat Dec 16, 2017 12:27 pm
- Forum: General discussion
- Topic: Question about placing blueprints
- Replies: 0
- Views: 613
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?
... 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?
- Sat Dec 16, 2017 11:19 am
- Forum: Releases
- Topic: Version 0.16.3
- Replies: 17
- Views: 14738
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!
Seriously, speed is nearly doubled.
Thank you devs!
- Fri May 05, 2017 8:32 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 292308
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 mo...
- Fri Nov 11, 2016 11:13 pm
- Forum: Duplicates
- Topic: Radar malfunction (0.14.20)
- Replies: 2
- Views: 1164
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
Regards,
Spike
- Fri Nov 11, 2016 12:50 pm
- Forum: Duplicates
- Topic: Radar malfunction (0.14.20)
- Replies: 2
- Views: 1164
Radar malfunction (0.14.20)
Hi, I just updated to 0.14.20 on Steam, and loaded up my sandbox save file. Checked my map, everything fine. I start looking around for things to do. I then realise that everything's gone dark. As in, my radars appear to have stopped working. I check the nearest one; They've got power, and also, the...