Search found 1057 matches

by Zavian
Mon Oct 15, 2018 9:10 am
Forum: Technical Help
Topic: heavy fps drops on blue biters
Replies: 8
Views: 99

Re: heavy fps drops on blue biters

I play on an 8 year old PC, so can relate to other people playing on older hardware, but regardless, sooner or later even the fastest PC reaches a point where it can't simulate everything 60 frames per second. If the client reaches that point before the server, then the client will stop drawing ever...
by Zavian
Sun Oct 14, 2018 5:11 pm
Forum: Gameplay Help
Topic: How to kill large number of nests
Replies: 5
Views: 97

Re: HOW TO KILL LARGE NUMBER OF NESTS

Typically I find laser turrets are "good enough" right through end-game. Things that might help. 1. Make sure you aren't running low on power (laser turrets use a lot of power when shooting). 2. Research any available laser turret damage and shooting speed upgrades. (It's relatively easy to get + 80...
by Zavian
Sun Oct 14, 2018 3:21 pm
Forum: Technical Help
Topic: heavy fps drops on blue biters
Replies: 8
Views: 99

Re: heavy fps drops on blue biters

Please post the screenshots and other information requested in viewtopic.php?f=7&t=51319. (Preferably screenshots during both normal play and during the fps drops).
by Zavian
Fri Oct 12, 2018 9:01 am
Forum: General discussion
Topic: Beaconed Liquefaction - is this right?
Replies: 12
Views: 360

Re: Beaconed Liquefaction - is this right?

One stack inserter might be able to keep a refinery satisfied. (The wiki says their max speed belt to chest/assembler is 12 items/sec. Their actual transfer rate depends on how full the belt they are picking up from is, so don't expect one stack inserter to keep up if the belt has gaps in it). But e...
by Zavian
Thu Oct 11, 2018 3:26 pm
Forum: Technical Help
Topic: New Dedicated Server w/Lag Spikes
Replies: 7
Views: 111

Re: New Dedicated Server w/Lag Spikes

It's possible that you might have run into viewtopic.php?f=7&t=62814.
by Zavian
Sun Oct 07, 2018 10:59 am
Forum: Ideas and Suggestions
Topic: Copper wire automatic connection
Replies: 7
Views: 334

Re: Copper wire automatic connection

that true ... but game knows all currently existing pole locations so it can use that: when new pole is added game try to connect it horizontaly or vertically to other poles (which handles almost all cases) and only no pole was found then search for any other connection That sounds like a reasonabl...
by Zavian
Fri Oct 05, 2018 8:08 am
Forum: Bug Reports
Topic: [0.16.51] Server with custom port sets different port than specified
Replies: 5
Views: 186

Re: [0.16.51] Server with custom port sets different port than specified

Any chance you are behind a router doing NAT? Because if you are then it sounds like you should setup some static port forwarding rules.
by Zavian
Fri Oct 05, 2018 7:54 am
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 91
Views: 19867

Re: [MOD 0.12.26] Picker: Easily select items from inventory

@Nexela. Adding PickerExtended to the save in the op of viewtopic.php?f=49&t=62790 seems to cause some sort of memory leak during loading/migrations.
by Zavian
Fri Oct 05, 2018 7:43 am
Forum: Mods
Topic: [0.16] Sea Block Pack 0.2.16
Replies: 880
Views: 236508

Re: [0.16] Sea Block Pack 0.2.16

I'm trying to install the dependencies for "Sea Block Pack", one of the dependencies is "Sea Block Config" but it has no version so Factorio will not install it. If you download the mod pack on page 1 of this thread, it will contain all the required deps / mods for seablocks. In general I also reco...
by Zavian
Fri Oct 05, 2018 7:31 am
Forum: Technical Help
Topic: [0.16.51] Freeze loading save transferred from other computer
Replies: 13
Views: 159

Re: [0.16.51] Freeze loading save transferred from other computer

I can confirm the problem. Migrations seem to be a problem with the mods and save posted in the original post. Factorio seems to consume a growing amount of memory, when I killed it it was using over 5Gb. Given the symptoms you describe, I'm guessing windows killed it when it ran out of ram. However...
by Zavian
Thu Oct 04, 2018 11:45 am
Forum: General discussion
Topic: Self adjusting Kovarex based on demand
Replies: 43
Views: 1264

Re: Self adjusting Kovarex based on demand

Hmm that tells me how to throttle it... Massively over-beacon, then measure outgoing 238 and if it runs low turn off the beacons power. Problem solved. Thanks for arguing, it made me think of the solution The simplest way to throttle anything is backpressure. Allow it to fill the output belts/pipes...
by Zavian
Thu Oct 04, 2018 10:14 am
Forum: Ideas and Suggestions
Topic: Show circuit network signal on non-pole entity
Replies: 6
Views: 196

Re: Show circuit network signal on non-pole entity

Since it is normally easy to extend a wire to a power pole, I'm not sure it's worth cluttering the interface. (I agree it could be useful, but I not sure it's worth cluttering the interface for combinators which might be attached to 2 sets of wires, when you can already get a display by just extendi...
by Zavian
Tue Oct 02, 2018 11:13 pm
Forum: Ideas and Suggestions
Topic: AWay to totally lock a track path.
Replies: 44
Views: 811

Re: AWay to totally lock a track path.

Read https://wiki.factorio.com/Railway/Train_path_finding . 3 stopped trains can have a larger pathfinding penalty that waiting for a circuit controlled signal.
by Zavian
Mon Oct 01, 2018 4:43 pm
Forum: Technical Help
Topic: [Headless 0.16.51] Explicitly set external ip address
Replies: 4
Views: 119

Re: [Headless 0.16.51] Explicitly set external ip address

Thank you, but I don't think that's what I need. I don't have multiple interfaces on the machine, I'm behind a NAT that can use multiple public IPs, the one that I'm using to connect to the internet (that's the one the pingpong servers are detecting) it's not the one I can port forward on. It's som...
by Zavian
Sun Sep 30, 2018 6:04 am
Forum: General discussion
Topic: How Long to Beat...
Replies: 12
Views: 493

Re: How Long to Beat...

40+ hours to launch your first rocket (aka 'beat' the game) seems reasonable to me, assuming you don't get sidetracked. But if you finish in 40 hours, then you probably haven't explored all the tech tree yet, nor have you played with different world generation settings. You certainly won't have buil...
by Zavian
Sat Sep 29, 2018 3:02 pm
Forum: Resolved for 0.17
Topic: [0.16.51] Serious Deconstruction Planner Graphics Bug on Macs
Replies: 7
Views: 145

Re: [0.16.51] Serious Deconstruction Planner Graphics Bug on Macs

There is a major graphics rewriter coming for 0.17, so maybe that will fix it.
by Zavian
Sat Sep 29, 2018 2:14 pm
Forum: Ideas and Suggestions
Topic: Train station groups
Replies: 10
Views: 219

Re: Train station groups

PacifyerGrey wrote:
Sat Sep 29, 2018 12:27 pm
However I am totally up for circuit controls for a station pathfinding value

Can't you already use circuit controlled signals to achieve a similar effect?
by Zavian
Fri Sep 28, 2018 5:06 am
Forum: Gameplay Help
Topic: Rail Signal help
Replies: 4
Views: 239

Re: Rail Signal help

by Zavian
Wed Sep 26, 2018 3:52 pm
Forum: Gameplay Help
Topic: How achievements really work
Replies: 7
Views: 232

Re: How achievements really work

For steam and .exe installs, I think there is just one modded achievement list. (Each .zip install has its own achievement lists in achievements.dat and achievements-modded.dat, but that is a side effect of the .zip install being completely portable). Also I don't believe that there there is really ...
by Zavian
Wed Sep 26, 2018 12:49 am
Forum: Gameplay Help
Topic: Main Bus Limitations - help a newb
Replies: 8
Views: 378

Re: Main Bus Limitations - help a newb

If you're wanting to try megabase - did you minimize the amount of water, and turn off cliffs when you generated the map? You'll find water and cliffs get realy annoying when trying to make such a large base. Personally I like lots of water, even on my megabase maps. In general I think that advisin...

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