Search found 112 matches

by cbhj1
Tue Nov 19, 2019 9:09 pm
Forum: Releases
Topic: Version 0.17.79 - Stable 3
Replies: 6
Views: 7209

Re: Version 0.17.79

The confusing part in this case was the sub 5 hour time frame from experimental posting to stable distribution on Steam. Was caught off guard by the update, then found the post for the same version as experimental had *just* been released. Not that I distrust the actual stability of the game, only t...
by cbhj1
Tue Nov 19, 2019 7:29 pm
Forum: Releases
Topic: Version 0.17.79 - Stable 3
Replies: 6
Views: 7209

Re: Version 0.17.79

This seems to have been put out on Steam as a stable release, but the post reads as experimental. Intentional?
by cbhj1
Wed Aug 07, 2019 6:38 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52533

Re: Friday Facts #305 - The Oil Changes

Do I like the oil change? yes. Why? It changes the way I play petroleum. not trying to twist words, but this part struck me This is at the heart of the issue as I see it, with the current recipes, the entirety of the refinery setup is for the production of one fluid instead of each fluid having a v...
by cbhj1
Wed Aug 07, 2019 6:23 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52533

Re: Friday Facts #305 - The Oil Changes

The solid fuel in 0.17.0 did not really work. The science only consumed miniscule amounts (especially since you could make it from light oil) so it was still just a matter of time. If sulfur was on HO, then that would change the amount of SF produced to be more in line with consumption, as well as ...
by cbhj1
Wed Aug 07, 2019 12:58 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52533

Re: Friday Facts #305 - The Oil Changes

The "there are too many things on petroleum gas" point is really dangerous to change - if for example we would put sulfur into heavy oil, it could very easily happen that your refinery would deadlock because you only want to produce batteries/acid, say for mining uranium and laser turrets. Even wit...
by cbhj1
Tue Aug 06, 2019 3:37 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 52533

Re: Friday Facts #305 - The Oil Changes

I feel that this change is playing into the issue rather than the essence of the game. doesn't 'feel' Factorio The source of the problem I see is that there is far too much PG demand relative to the others. leading to the whole refinery complexity dedicated to one fluid essentially. an alternative f...
by cbhj1
Sun Mar 17, 2019 12:58 pm
Forum: Not a bug
Topic: [0.17.14] Low Density Structure inventory count not updating
Replies: 7
Views: 320

Re: [0.17.14] Low Density Structure inventory count not updating

note the text colors: White - you have the items in the ready to use state Orange - you have the materials to make the missing items, will auto queue them up if you try to craft it with no red text on others Red - requirement can't be met by auto-handcrafting the missing items the screenshot you sho...
by cbhj1
Thu Mar 07, 2019 4:12 pm
Forum: Not a bug
Topic: [0.17.4] Unable to craft Green/Red wire with barely enough ingredients
Replies: 2
Views: 112

Re: [0.17.4] Unable to craft Green/Red wire with barely enough ingredients

To clarify further, it is enough materials, but the auto crafting of the parts is where the friction comes in, it tries to make the circuit, taking 2 copper to make 4 wires, then tries to make the last wire without taking into account the remainder from the circuit. It is craftable, but manual order...
by cbhj1
Thu Feb 28, 2019 12:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.2] Station reads train while not in station
Replies: 1
Views: 114

[kovarex] [0.17.2] Station reads train while not in station

While attempting to create a sushirail/abomination, I ran into a couple strange and most likely related issues. The setup is a loop of track, all stops the same name, normal signals after each stop, several small trains with 2 stops listed, same name, same wait conditions. 1. if a train has to wait ...
by cbhj1
Wed Feb 06, 2019 11:33 pm
Forum: Not a bug
Topic: Setting a train's time passed condition forces the train to leave the station
Replies: 2
Views: 188

Re: Setting a train's time passed condition forces the train to leave the station

does it still leave if you simply add a 0 to the end of the number, if not, I suspect it updates the number while you are typing it, ie. it gets the 1 before you finish with the 0s.
by cbhj1
Sun Jan 20, 2019 7:26 pm
Forum: Technical Help
Topic: Bad game performance on Windows compared to Linux with AMD GPU
Replies: 7
Views: 546

Re: Bad game performance on Windows compared to Linux with AMD GPU

a couple thoughts come to mind with this, does the performance improve by setting the GPU to stay at the higher speed in windows(if possible to set)? also, I think you'd be surprised(probably appalled) at how much background CPU usage there is in windows vs linux
by cbhj1
Sun Jan 20, 2019 12:40 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 1302

Re: Very few bots are utilized for construction jobs (Modded AB Game)

I'm curious, if you have more than your bots in close ghosts, does the utilization drop to the lower amount after the initial burst?

edit: just checked the GIFs, that is very odd
by cbhj1
Sat Jan 19, 2019 4:19 am
Forum: Gameplay Help
Topic: Very few bots are utilized for construction jobs (Modded AB Game)
Replies: 21
Views: 1302

Re: Very few bots are utilized for construction jobs (Modded AB Game)

Do you happen to have lots of other constructions going on in other parts of the factory when this happens?
by cbhj1
Sat Dec 01, 2018 6:29 pm
Forum: Minor issues
Topic: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.
Replies: 10
Views: 1230

Re: [0.16.51] Assemblers remain fast even after removing faster-assemblers mod.

Sounds like the entity state is saved, then only updated on changes from there. Bet it would update if you poked it with a module or changed the recipe. edit: had a moment to test it, the crafting speed updates on load, but the issue sticks until the recipe is changed, that would indicate some cache...
by cbhj1
Fri Nov 30, 2018 2:30 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: I have sent over 50,000 satellites.
Replies: 41
Views: 18379

Re: I have sent over 50,000 satellites.

simple, batch the insertion of the satellite by controlling the inserters instead
by cbhj1
Thu Nov 08, 2018 6:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Very fast mining drill destroys resources.
Replies: 2
Views: 366

Re: [0.16.51] Very fast mining drill destroys resources.

speculation: exceeding 2 item a tick output and input being reduced correctly, but output clamping to 1/tick not counting productivity
by cbhj1
Sun Oct 28, 2018 10:02 pm
Forum: Technical Help
Topic: Game hesitates every few seconds
Replies: 3
Views: 406

Re: Game hesitates every few seconds

I had a similar issue a while back, resolved it by trying out the different atlas sizes in video options.
by cbhj1
Sat Oct 27, 2018 5:06 pm
Forum: Technical Help
Topic: processor requirement
Replies: 5
Views: 503

Re: processor requirement

Looks like a pretty balanced setup, you'd probably hit the limit of memory capacity before CPU performance becomes an issue. The VRAM will limit to the normal resolution sprites, but that just means you can get better image quality should you upgrade your system later on, though at that point it wou...
by cbhj1
Sat Oct 27, 2018 4:01 pm
Forum: Technical Help
Topic: processor requirement
Replies: 5
Views: 503

Re: processor requirement

A CPU of that speed would likely be able to play through the game to the "win", though I would recommend you post the rest of the system specs so a proper discussion of what your game experience would likely be can be had.

CPU model
RAM size and speed
GPU and VRAM size
Display resolution
by cbhj1
Fri Sep 14, 2018 1:29 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 36046

Re: Friday Facts #260 - New fluid system

A couple thoughts come to mind regarding nuclear as mentioned.
Which pipe system was the bigger performance hog? (fluids vs heat)
If something like this gets implemented for heat pipes, will probably need to have reactors combine for calculations due to the grid layout.

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