Search found 27 matches
- Sat Mar 02, 2024 5:32 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 419
- Views: 272607
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 artill...
- 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: 435
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
- 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: 435
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 ...
- Mon Oct 23, 2023 4:01 pm
- Forum: Mods
- Topic: [MOD 1.1] Pacifist
- Replies: 0
- Views: 400
[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 pe...
- Tue Sep 27, 2022 6:41 pm
- Forum: Modding help
- Topic: Parts of lua execution skipped in for loop?
- Replies: 3
- Views: 1019
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 every...
- Tue Sep 27, 2022 5:14 pm
- Forum: Modding help
- Topic: Parts of lua execution skipped in for loop?
- Replies: 3
- Views: 1019
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 mul...
- 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: 9673
Re: A 4k spm modular megabase with diagonal rail grid and some concrete art
Not sure where you see that where it could be avoided.AmericanPatriot wrote: βWed Jan 27, 2021 7:13 pmI do wonder why you decide to use uncompressed belts so often.
- 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: 9673
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 ore ...
- Wed Jan 27, 2021 7:45 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: A 4k spm modular megabase with diagonal rail grid and some concrete art
- Replies: 11
- Views: 9673
Re: A 4k spm modular megabase with diagonal rail grid and some concrete art
Xterm has done one of his base tours about this base: https://www.youtube.com/watch?v=o2kFcnggT4w
- 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: 9673
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 rock...
- Thu Jun 25, 2020 6:20 am
- Forum: Pending
- Topic: [0.18.33] Signals lost during update
- Replies: 1
- Views: 1025
[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 ...
- 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: 6020
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
- 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: 1607
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.
- 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: 1607
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.
- 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: 1607
[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 tho...
- 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: 3730
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
Version 0.18.30, build 52572, win64, steam, confirmed behavior without any mods
- 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: 3730
[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 in...
- Thu May 21, 2020 7:25 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 60506
Re: Combinator mesuring belt throughput
I hadn't realized there was a whole thread of these, so I'll move my original post here: The production stats display is nice, but I wanted to see how many items a certain part of my factory produces/consumes, so here's a simple but informative combinator setup: http://derpumu.de/img/ThroughputCount...
- Fri May 31, 2019 8:54 pm
- Forum: Duplicates
- Topic: Game freezes when selecting certain mod technologies
- Replies: 1
- Views: 829
Game freezes when selecting certain mod technologies
I have a Angels/Bobs game running on 17.34. When I open the tech tree and select "Desert Farm Upgrade" or any of the other "... Farm Upgrade" techs, the game freezes and can only be killed via the task manager. OS is Win10. I attached the savegame; please let me know if you need ...
- Thu Aug 16, 2018 7:07 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 97
- Views: 47776
Re: [MOD 0.14] Text Plates
I am getting a crash when placing Textplates with Nanobots . It seems to be something in the interaction between the two mods. Reproduce: In a game that has only Textplates and Nanobots mods active, place a few text plates. Make a blueprint of them. With Nanobots in the active weapon slot, put down ...