Search found 30 matches
- Sat Feb 22, 2025 11:29 am
- 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
I see, thank you!
- 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?
- 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 ...
gleba-spawner=Egg raft
gleba-spawner-small=Small egg raft
gleba ...
- 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 ...
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 ...
- 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
- 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 ...
The obvious solution that worked with all other kinds of "must have ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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
Not sure where you see that where it could be avoided.AmericanPatriot wrote: Wed Jan 27, 2021 7:13 pm I 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: 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 ...
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 ...
- 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: 10576
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: 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 ...
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 ...
- 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 ...
- 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
- 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.
- 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.
- 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 ...
- 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
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: 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 ...
- 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 ...