Search found 35 matches
- Sat Aug 12, 2017 11:15 am
- Forum: General discussion
- Topic: Which factory design will yield the highest FPS?
- Replies: 5
- Views: 2694
Which factory design will yield the highest FPS?
Right now, the only limiting factor for the size of my factory are FPS. I already have a high-end CPU, but nevertheless, I am down to 6 FPS. While everything til 10 FPS felt still playable, 6 FPS really no longer feels comfortable. Therefore, the question for this thread would be: How can I raise th...
- Mon Jul 31, 2017 9:39 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 84844
Re: Mirror Blueprints over Vertical/Horizontal Axis
Totally agree. It is just annoying to not be able to do this by default.
- Mon Jul 31, 2017 9:21 pm
- Forum: Duplicates
- Topic: [0.15.31] Model glitch on chemical plant
- Replies: 1
- Views: 1094
[0.15.31] Model glitch on chemical plant
The chemical plant model, when rotated to face left, has a weird glitch: There is a pipe coming out of its back that abruptly ends in mid air: chemicalplantglitch.png The bug only appears if there are two pipes on the bottom left and left, if there is only of them or none at all, the bug does not ap...
- Sun Jul 30, 2017 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
- Replies: 8
- Views: 3954
Re: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
@Sicnarf: If your theory was correct, then wouldn't all my tankers malfunction? But they don't, they seem to work most of the time. My theory would only apply to tanker stops where the very first tile after the stop is a curved rail like the one in your picture. Any stops with a straight rail direc...
- Fri Jul 28, 2017 9:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
- Replies: 13
- Views: 9137
Re: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
Thanks a lot . Having it for 0.16 is fine.
- Fri Jul 28, 2017 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
- Replies: 9
- Views: 5570
Re: [Rseding91] [0.15.30] Radar getting too weak on megabase
You are using the mod "Big Brother" that amplifies radars, maybe that is causing it? Yes, but if I understand that mod correctly, all it does is to severely boost the stats of radars. It does not change the radar mechanics, so it may simply uncover a bug earlier, for which a vanilla game ...
- Fri Jul 28, 2017 9:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
- Replies: 8
- Views: 3954
Re: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
The train is little bit out of alignment with the pumps. When I sent it to the station again, it stopped at correct position. I am not sure how that could happen. My guess would be a level of breaking force was researched while the train was breaking, but your research is in middle of breaking forc...
- Fri Jul 28, 2017 7:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
- Replies: 13
- Views: 9137
Re: [Twinsen][0.15.31]Reopening: Bug with blue prints and circuit network
But has the current behavior any use? You raised it as a bug report, not as a feature request/suggestion, therefore I am only arguing that the behaviour as implemented is correct according to the other aspects of the game. If you want to put forward your opinion that the current behaviour is poor f...
- Fri Jul 28, 2017 6:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
- Replies: 8
- Views: 3954
Re: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
Yes, the train stopped at the train stop. It is in automatic mode (and if you wait long enough, it will go on to its next station, screwing up my whole base by pumping the fluid into a tank for which it is not suited). The first screenshot was unfortunately timed as it showed the signal in blue. Her...
- Thu Jul 27, 2017 9:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.31] Bug reappeared: Pump not connecting to fluid wagon
- Replies: 8
- Views: 3954
[0.15.31] Bug reappeared: Pump not connecting to fluid wagon
I encountered the bug again I last encountered in 0.15.23 (see the thread: https://forums.factorio.com/viewtopic.php?f=11&t=50279). A train arrives at a station and the pumps simply don't connect to its fluid wagons (none of the four pumps connects). The strange things here are: 1.) The bug did ...
- Thu Jul 27, 2017 6:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
- Replies: 13
- Views: 9137
Re: [Twinsen][0.15.31]Reopening: Bug with blue prints and circuit network
It's an issue (aka "current behaviour") with all the entities when placing blueprints: the settings of the already built entities are not changed because the blueprint has been placed. But has the current behavior any use? Would there ever be a case where a player wants to paste circuit c...
- Thu Jul 27, 2017 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
- Replies: 13
- Views: 9137
[Twinsen][for 0.16][0.15.31]Reopening: Bug with blue prints and circuit network
After having had the problem again multiple times, I would like to reopen discussion on my bug https://forums.factorio.com/viewtopic.php?f=47&t=51191, which was closed as a duplicate of a bug, which was closed as "Not a bug" by a moderator. As none of the two threads has any comment fr...
- Wed Jul 26, 2017 6:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
- Replies: 9
- Views: 5570
Re: [Rseding91] [0.15.30] Radar getting too weak on megabase
The map and the zipped mods folder are attached. Thanks for investigating .
I think what Killerbee is saying is correct, though I haven't tested it either.
I think what Killerbee is saying is correct, though I haven't tested it either.
- Tue Jul 25, 2017 9:15 pm
- Forum: Logistic Train Network
- Topic: How to dispatch more trains
- Replies: 13
- Views: 7654
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
The input signal is -52k in my test, the station is completely empty. I have no train limit set, but I also tried setting an explicit limit of 15 trains. Didn't help. No signal is hooked up to a logistics network. I have attached a screenshot depicting the situation: trainlimit.png Another thing th...
- Sun Jul 23, 2017 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
- Replies: 9
- Views: 5570
Re: [0.15.30] Radar getting too weak on megabase
Do the radars have enough power? Yes, full power from over 130 nuclear reactors (see image below). I suspect that there are only X squares scanned per tick and once a square is not scanned for Y seconds, it starts to fade to black. Since I have some many revealed squares, it takes longer than Y sec...
- Sun Jul 23, 2017 7:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.30] Circuit Network Blue Prints malfunctioning
- Replies: 2
- Views: 2404
[0.15.30] Circuit Network Blue Prints malfunctioning
Here is the problem: 1) Connect a belt to the circuit network 2) Set some circuit settings for the belts (e.g., switch from "Enabled/Disabled" to "Read Belt Contents") 3) Create a blue print of this belt 4) Paste the blue print onto an already existing belt (that is not yet conne...
- Sun Jul 23, 2017 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.30] Radar getting too weak on megabase
- Replies: 9
- Views: 5570
[Rseding91] [0.15.30] Radar getting too weak on megabase
I have created a quite huge base, and now it seems that my radars cannot keep up with the visible area anymore. They scan too slowly, so my revealed area gets unrevealed from time to time, which is super annoying (I cannot see my own base in the map view then, when zooming in). Here is an image that...
- Sun Jul 16, 2017 10:37 am
- Forum: Logistic Train Network
- Topic: How to dispatch more trains
- Replies: 13
- Views: 7654
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
Sorry, I expressed myself a bit unclearly: There were 100s of trains available and 100s of providers and requesters. My factory is dispatching the maximum of 1 train per second. But once I set the dispatcher_update_interval to a lower value, I can wait for 30 minutes or longer for a delivery: No si...
- Sat Jul 15, 2017 10:10 pm
- Forum: Logistic Train Network
- Topic: How to dispatch more trains
- Replies: 13
- Views: 7654
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
Sorry, I expressed myself a bit unclearly: There were 100s of trains available and 100s of providers and requesters. My factory is dispatching the maximum of 1 train per second. But once I set the dispatcher_update_interval to a lower value, I can wait for 30 minutes or longer for a delivery: No si...
- Sat Jul 15, 2017 6:52 pm
- Forum: Logistic Train Network
- Topic: How to dispatch more trains
- Replies: 13
- Views: 7654
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
Thanks for the info! However, changing the value in the config does not seem to work. I tried setting it from 60 to 20. The result was that no trains at all were sent :(. What could be the reason for this issue? No available trains, no provider, with this little info I can only guess. Sorry, I expr...