Search found 30 matches

by derpumu
Fri Feb 21, 2025 3:23 pm
Forum: Not a bug
Topic: EN locale naming inconsistency: Egg raft vs Gleba spawner corpse
Replies: 4
Views: 228

Re: EN locale naming inconsistency: Egg raft vs Gleba spawner corpse

Sorry for that. What would have been the right place to report something like this?
by derpumu
Thu Feb 20, 2025 5:56 am
Forum: Not a bug
Topic: EN locale naming inconsistency: Egg raft vs Gleba spawner corpse
Replies: 4
Views: 228

EN locale naming inconsistency: Egg raft vs Gleba spawner corpse

In map editor, when placing entities, you can see "Gleba spawner corpse" and "Small Gleba spawner corpse". A peek into the space-age EN locale confirms that "geba-spawner" is the internal word for what in game is named "Egg raft":
gleba-spawner=Egg raft
gleba-spawner-small=Small egg raft
gleba ...
by derpumu
Sat Mar 02, 2024 5:32 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 303924

Re: Performance optimization - post your saves

Here is an older 4k SPM save of mine - I had huge performance problems with my old potato, but even with a new high end PC it's not too great.

https://derpumu.de/factorio/megabase2020/Megabase2020_1.1_EE.zip

- idling, it is just about 60 fps, but seems close to dropping below that.
- research ...
by derpumu
Thu Feb 29, 2024 5:51 pm
Forum: Modding interface requests
Topic: Enable removal or hiding of shield equipment and active defense equipment
Replies: 2
Views: 673

Re: Enable removal or hiding of shield equipment and active defense equipment

I wasn't aware, so thanks for the link. However, minimal properties are not the issue here. The inability to truly hide the mentioned equipments is the problem
by derpumu
Thu Feb 29, 2024 11:58 am
Forum: Modding interface requests
Topic: Enable removal or hiding of shield equipment and active defense equipment
Replies: 2
Views: 673

Enable removal or hiding of shield equipment and active defense equipment

For the Pacifist mod I tried to remove all active defense equipment and energy shield equipment but could not. Upon start, the game displays an error that basically tells me it can't deal with no existing prototypes of these types.

The obvious solution that worked with all other kinds of "must have ...
by derpumu
Mon Oct 23, 2023 4:01 pm
Forum: Mods
Topic: [MOD 1.1] Pacifist
Replies: 0
Views: 581

[MOD 1.1] Pacifist

Pacifist is a mod that not only disables biters (even kills them when you load it in an existing save) but also removes many military technologies.

Why? Well, I like to play without biters, e.g. when I try out a mod pack that's new to me or want to try some special challenge without setting up a ...
by derpumu
Tue Sep 27, 2022 6:41 pm
Forum: Modding help
Topic: Parts of lua execution skipped in for loop?
Replies: 3
Views: 1193

Re: Parts of lua execution skipped in for loop?


Print is setup to ignore multiple calls with the same parameters. If you call print("hello") five times in a row, it'll print once and ignore the rest. It doesn't want the console spammed with the same message. If you really need to see them all, switch to the log command which logs everything ...
by derpumu
Tue Sep 27, 2022 5:14 pm
Forum: Modding help
Topic: Parts of lua execution skipped in for loop?
Replies: 3
Views: 1193

Parts of lua execution skipped in for loop?

Hi, I am relatively new to Lua and modding, not to programming though, and I came across a piece of behavior that I absolutely find no explanation for.

here's my striped-down control.lua. Down in the for loop I have marked a part in the for loop that only gets executed once even though there are ...
by derpumu
Thu Jan 28, 2021 2:00 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: A 4k spm modular megabase with diagonal rail grid and some concrete art
Replies: 11
Views: 10576

Re: A 4k spm modular megabase with diagonal rail grid and some concrete art

AmericanPatriot wrote: Wed Jan 27, 2021 7:13 pm I do wonder why you decide to use uncompressed belts so often.
Not sure where you see that where it could be avoided.
by derpumu
Thu Jan 28, 2021 1:58 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: A 4k spm modular megabase with diagonal rail grid and some concrete art
Replies: 11
Views: 10576

Re: A 4k spm modular megabase with diagonal rail grid and some concrete art

below the solar fields, there are some sites or production complexes. What are these? Smelting? other basic production?

Directly below the solar fields is one uranium mine with (way too much) Kovarex and the necessary acid production, All other sites down there are smelters directly beside the ...
by derpumu
Tue Sep 08, 2020 1:09 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: A 4k spm modular megabase with diagonal rail grid and some concrete art
Replies: 11
Views: 10576

A 4k spm modular megabase with diagonal rail grid and some concrete art

http://derpumu.de/factorio/20200906083833_1.jpg

I started the base around January. My main goal was to build a megabase with independent blocks, so it could scale over time. I wanted round numbers, so I thought about having 1k spm per block at first. Since that would be quite big and require 3 ...
by derpumu
Thu Jun 25, 2020 6:20 am
Forum: Pending
Topic: [0.18.33] Signals lost during update
Replies: 1
Views: 1112

[0.18.33] Signals lost during update

In my save game, I have multiple "memory cell"/"tick counter" combinators that were storing signals accumulated over up to an hour, namely this kind of throughput counter: https://forums.factorio.com/viewtopic.php?p=494936#p494936 . Reloading the game after the update to 0.18.33 led to the ...
by derpumu
Mon Jun 08, 2020 10:29 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.18.30] Electrical Network Info Production number way too high
Replies: 7
Views: 6446

Re: [0.18.30] Electrical Network Info Production number way too high

accumulators are possible power producers, e.g. imagine thousands of lasers firing at once - that power spike could be caught by the accumulators, in your case up to 72GW
by derpumu
Mon Jun 08, 2020 4:38 pm
Forum: Not a bug
Topic: [0.18.30] "Materials missing" alert sometimes wrongly disappears completely
Replies: 4
Views: 1959

Re: [0.18.30] "Materials missing" alert sometimes wrongly disappears completely

@Rseding so it should have alerts if there are no items available, right? Robots are there, items are not. No alerts shown, at all, for more than 600 ticks.
by derpumu
Mon Jun 08, 2020 4:37 pm
Forum: Not a bug
Topic: [0.18.30] "Materials missing" alert sometimes wrongly disappears completely
Replies: 4
Views: 1959

Re: [0.18.30] "Materials missing" alert sometimes wrongly disappears completely

Define "minimalist save" please? This happens in a megabase (save file is 95mb), sporadically. I have yet to see if this is reproducible after saving and reloading the game in such a situation. I'll save a copy when I encounter it next time.
by derpumu
Mon Jun 08, 2020 4:10 pm
Forum: Not a bug
Topic: [0.18.30] "Materials missing" alert sometimes wrongly disappears completely
Replies: 4
Views: 1959

[0.18.30] "Materials missing" alert sometimes wrongly disappears completely

I have a situation where I first put down a couple of roboports and then a blueprint that adds mainly substations and ~22k belts, 2k underground, and a couple hundred other entities. I unload items from trains into storage chests to make them available in the network, but of course there will be ...
by derpumu
Mon Jun 08, 2020 9:06 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.30] Infinite research queue: "Resume" for further levels seems wrong
Replies: 3
Views: 4008

Re: Infinite research queue: "Resume" for further levels seems wrong

Sorry, most important information missing, of course.

Version 0.18.30, build 52572, win64, steam, confirmed behavior without any mods
by derpumu
Fri Jun 05, 2020 8:41 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.30] Infinite research queue: "Resume" for further levels seems wrong
Replies: 3
Views: 4008

[Oxyd] [0.18.30] Infinite research queue: "Resume" for further levels seems wrong

See the following image:

- when I edit the tech queue by resuming a tech level (artillery range 6 in this case), it says "Resume" on the button also for the higher levels (range 7, 8, ...). Closing and reopening the tech GUI fixes this and it says "Start Research"
- A progress indication (green bar ...

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