Search found 1121 matches

by Zavian
Wed Dec 12, 2018 7:36 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 10
Views: 174

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Amarula wrote:
Wed Dec 12, 2018 3:27 pm
So I would be very interested in something that makes inactive entities, not just drills, easier to spot, at a glance, without requiring close inspection.
https://mods.factorio.com/mods/trold/Bottleneck
by Zavian
Wed Dec 12, 2018 9:15 am
Forum: Gameplay Help
Topic: Control Roboport Repair Pack and Bots Amount
Replies: 9
Views: 132

Re: Control Roboport Repair Pack and Bots Amount

I decided now that I don't care about the 700 repair packs per roboport as they are very cheap and only limiting the construction bot amount per roboport now. Pretty sure that is less than ideal. If a bot grabs a pack, then the supply train fills the roboport, then the bot won't be able to return t...
by Zavian
Wed Dec 12, 2018 8:00 am
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 10
Views: 174

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Personally, I wouldn't want that behaviour. It will just lead to my personal construction bots running off and getting left behind every time I travel past in a train. (Now if the devs changed bots to not launch if I'm in a train, then automatic marking of drills for removal might be alright).
by Zavian
Mon Dec 10, 2018 6:47 am
Forum: General discussion
Topic: Any Roboport variations inbound?
Replies: 9
Views: 411

Re: Any Roboport variations inbound?

It's worth pointing that that belts, bots, and trains all present their own challenges when building a megabase. Issues with fitting enough charging in key places, and keeping average travel distances short, are some of the challenges that make bots based bases not as simple as they seem. Just becau...
by Zavian
Sun Dec 09, 2018 3:53 am
Forum: Technical Help
Topic: Multiplayer LAN Server Discovery accross VLAN boundaries
Replies: 6
Views: 354

Re: Multiplayer LAN Server Discovery accross VLAN boundaries

Not tested, but I would expect you could just to the connect to (internal) IP of the server.
by Zavian
Wed Dec 05, 2018 7:28 am
Forum: Ideas and Suggestions
Topic: Achievement for 1K/2K SPM?
Replies: 5
Views: 204

Re: Achievement for 1K/2K SPM?

I am against adding achievements that may not be attainable if your PC is unable to handle megabases. Fair point, but you could probably just stockpile enough rocket parts for 60 rockets, then send them all to a couple of silos for cheap achievement. To me that means the achievement isn't particula...
by Zavian
Tue Dec 04, 2018 7:53 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 714
Views: 83919

Re: Simple Questions and Short Answers

Jap2.0 wrote:
Mon Dec 03, 2018 11:06 pm
They can take from some orientations of underground belts, although I forget which ones.
Whilst they do pick up better from some orientation of underground belts than others, they can take from every orientation if the contents of the belt are moving slowly enough.
by Zavian
Tue Dec 04, 2018 7:48 am
Forum: Gameplay Help
Topic: Ensuring trains visit all stops with the same name fairly.
Replies: 15
Views: 295

Re: Ensuring trains visit all stops with the same name fairly.

ow do I ensure that trains all visit all stations fairly when they can't supply enough to disable any one station? Are there clever circuit conditions I can use? I'd just use the simple solution of letting backpressure balance things. In general you don't want the a true even distribution scheme, s...
by Zavian
Mon Dec 03, 2018 10:58 am
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 17301

Re: Version 0.16.24

probably most will do My expectation is that only around 10 to 20% of users will send a crash report in that case, and most of those will actually file a bug report anyway. Edit: Quoting form the already linked FFF (https://factorio.com/blog/post/fff-231) Since 0.16.24, Factorio uploads its crash l...
by Zavian
Mon Dec 03, 2018 10:26 am
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 17301

Re: Version 0.16.24

vangrunz wrote:
Mon Dec 03, 2018 10:14 am
I don't understand why changing to opt-in is such a problem?
Because then you would probably cut crash reports by 80-90%, which would defeat the point of adding automatic crash reporting.
by Zavian
Sun Dec 02, 2018 9:37 am
Forum: Gameplay Help
Topic: Solar/Nuclear/Steam energy
Replies: 14
Views: 354

Re: Solar/Nuclear/Steam energy

One thing worth saying, is that nuclear is an interesting challenge in terms of efficient plant design, so if you haven't built a nuclear plant yet, you should definitely do so at least once. But I find solar more convenient to build and scale (plus it wins from a UPS perspective).
by Zavian
Sun Dec 02, 2018 6:13 am
Forum: Technical Help
Topic: [0.16.51] low fps
Replies: 10
Views: 368

Re: [0.16.51] low fps

I had a quick look. (Disclaimer: I'm not familiar with all the mods you are using, especially Youki Industries, so this is all general advise. Really you should look at the video I linked earlier and/or the associated reddit post https://www.reddit.com/r/factorio/comments/98qruz/10k_spm_ups_optimize...
by Zavian
Sun Dec 02, 2018 3:15 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5697

Re: Friday Facts #270 - HR Substation & Save/Load overview

But does that actually improve the gameplay, or simply lead to players being annoyed that they need to build lots of separate isolated power networks, and spend time calculating how much power each section of their base needs, and then building an appropriate power supply network. Then recalculatin...
by Zavian
Sun Dec 02, 2018 2:02 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 97
Views: 5697

Re: Friday Facts #270 - HR Substation & Save/Load overview

Actually, the proposal I have would penalize solar the most and nuclear the least, with conventional steam being somewhere in between. Like I corrected Koub, power loss over distance is not what I'm after, but power loss over the number of power poles and substations. With this approach, it doesn't...
by Zavian
Sat Dec 01, 2018 11:23 pm
Forum: Gameplay Help
Topic: Solar/Nuclear/Steam energy
Replies: 14
Views: 354

Re: Solar/Nuclear/Steam energy

If you want to build a megabase, solar + accumulators are essentially free from a UPS perspective.
by Zavian
Sat Dec 01, 2018 1:21 pm
Forum: Gameplay Help
Topic: Pump does not work in some positions
Replies: 3
Views: 170

Re: Pump does not work in some positions

Not really enough info to be sure, but I think I recall an issue of pumps not connecting properly if the station isn't straight. (And I think the train must be in automatic mode as well).
by Zavian
Sat Dec 01, 2018 8:45 am
Forum: Ideas and Suggestions
Topic: [0.15.x] remember window position for all windows eg equip
Replies: 9
Views: 462

Re: [0.15.x] remember window position for all windows eg equip

It's been in suggestions, which is why hearing "it's not broken" is so annoying. This thread was in bug reports earlier, so someone has moved it to suggestions. Regardless, not all suggestions will be implemented. Some will contradict other suggestions. Some won't fit the developers vision. Some wo...
by Zavian
Thu Nov 29, 2018 12:07 pm
Forum: Multiplayer
Topic: Headless server and client on same host
Replies: 11
Views: 1439

Re: Headless server and client on same host

You even get this error when running a server and a client on the same machine with vanilla factorio. The error message somehow drags mods into it. If you want to run 2 copies of Factorio on the same machine, then you need to make sure they aren't both attempting to use the same directories for thi...
by Zavian
Wed Nov 28, 2018 7:36 pm
Forum: Technical Help
Topic: Adjusting Mod Startup Settings in Headless Server
Replies: 4
Views: 101

Re: Adjusting Mod Startup Settings in Headless Server

So there is no way to adjust startup settings without writing our own .dat parser, or figuring out how to use the proof-of-concept? That is unfortunate, but thank you. Not tested, but I think you could probably adjust the settings on a normal (ie GUI) single player client, then just copy them across.

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