Search found 20 matches

by EntroperZero
Mon Mar 04, 2019 12:37 am
Forum: Won't fix.
Topic: [0.17] Map icons must be placed far apart
Replies: 2
Views: 1118

[0.17] Map icons must be placed far apart

The area where the mouse "hovers over" a map icon is much bigger than the icon itself now, and prevents placing map icons close together. The minimum spacing is much larger than it was in 0.16.
by EntroperZero
Sun Feb 10, 2019 7:48 pm
Forum: Technical Help
Topic: Is it possible to change the interval between server saves for joining players?
Replies: 0
Views: 661

Is it possible to change the interval between server saves for joining players?

On the busier servers, the game can become very difficult to play as people are constantly joining and the server is constantly saving the map. I know in older versions, the server would save every time, and at some point they changed it so it would only save every few seconds. Is this configurable?...
by EntroperZero
Fri Jan 25, 2019 7:49 pm
Forum: Mods
Topic: [MOD 0.16] Fahrenheit 959
Replies: 3
Views: 1258

Re: [MOD 0.16] Fahrenheit 959

brunzenstein wrote: ↑
Fri Jan 25, 2019 9:57 am
How did you bump up to 515ΒΊ?
The entire mod is just two lines of code, one sets the target temperature of heat exchangers to 515, the other sets the maximum temperature of turbines to 515.
by EntroperZero
Fri Jan 25, 2019 4:07 am
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63928

Re: Friday Facts #276 - Belt item spacing & Script rendering

Can I also propose modifying the heat exchanger to heat steam to 515 C? So that it makes 100 steam per second instead of 103.whatever, and turbines can still consume 60 steam per second, but produce 6 MW instead of 5.82, and also make nice 5:3 ratios with exchangers instead of 97:60? I would apprec...
by EntroperZero
Fri Jan 25, 2019 3:55 am
Forum: Mods
Topic: [MOD 0.16] Fahrenheit 959
Replies: 3
Views: 1258

[MOD 0.16] Fahrenheit 959

Mod portal link This mod helps make ratios simpler for nuclear power generation. Since the conveyor speeds (or rather, capacity) have been tweaked for 0.17, there was some discussion following the FFF update about tweaking other things to have nicer ratios. I chimed in and mentioned that nuclear po...
by EntroperZero
Fri Jan 04, 2019 5:06 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 63928

Re: Friday Facts #276 - Belt item spacing & Script rendering

As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...
by EntroperZero
Fri Jun 01, 2018 4:12 pm
Forum: News
Topic: Friday Facts #245 - Campaign concept
Replies: 167
Views: 60634

Re: Friday Facts #245 - Campaign concept

Please keep the old campaign as a scenario pack as I really liked a few of those missions. For example the one that teaches us to use trains; seemed really good. Perhaps a missions pack would be nice. Yeah! I actually highly enjoyed the smaller, self-contained missions as a nice alternative to free...
by EntroperZero
Fri May 04, 2018 11:55 pm
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45636

Re: Friday Facts #241 - New player experience

I've witnessed about six completely unspoiled new player experiences, four friends in person and two over the internet who intentionally avoided spoilers (Quill18 and Brothgar) All six experiences hit a huge speedbump at blue science. Understanding blue science was not the wall, it was the combined...
by EntroperZero
Fri Jan 26, 2018 8:22 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 46407

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I remember a while ago, there was discussion of a scenario that starts you out with some power armor, a personal roboport, and some construction bots. It was just like vanilla, but you get to lay down blueprints to bootstrap your base more quickly. I liked that idea a lot, and would love to see it b...
by EntroperZero
Fri Jan 12, 2018 7:29 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372860

Re: Friday Facts #225 - Bots versus belts (part 2)

You, actually, might be right about the power. Maybe the issue here is in that the late-game in regular plays just is to easy to expand and real estate is just too cheap/easy to get, so whatever power requirements you have, you can match them with ease. Bots do eat a lot of power, in megabases that...
by EntroperZero
Fri Jan 12, 2018 7:17 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 372860

Re: Friday Facts #225 - Bots versus belts (part 2)

I still haven't seen much discussion of what bots do to multiplayer, so I'll just snip part of my post from the other thread: The one negative aspect of logistics bots for me comes in multiplayer games. As soon as logistics is researched, without a doubt, players start dropping requester and provide...
by EntroperZero
Wed Jan 10, 2018 11:39 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 345509

Re: Friday Facts #224 - Bots versus belts

I don't know if anyone is still reading these, but here goes: I really like belts, and I really like bots. Belts obviously pose more interesting design challenges, but there are clearly design challenges when using bots, as well. Where to place roboports, requester and provider chests, and beacons, ...
by EntroperZero
Fri Jul 14, 2017 9:19 am
Forum: Resolved Problems and Bugs
Topic: [0.15.29] Paused server led to hard crash
Replies: 7
Views: 2682

Re: [0.15.29] Paused server led to hard crash

Same problem here. Someone paused a server on which I'm an admin. On logging into the game, my UI is completely unresponsive, so I can't click the unpause button (or indeed, the quit button -- I have to End Task on Factorio).
by EntroperZero
Sat Jul 01, 2017 7:38 am
Forum: Duplicates
Topic: [0.15.26] Disconnect when inserting blueprint into book
Replies: 1
Views: 933

[0.15.26] Disconnect when inserting blueprint into book

I'm on a vanilla server (Arumba), and I get disconnected from the server if I try to pick up an existing blueprint from my inventory and insert it into my blueprint book. I right click the book to open it, then click the blueprint to take it from my inventory, then click in the book's UI. The bluepr...
by EntroperZero
Wed Jun 28, 2017 4:28 am
Forum: 1 / 0 magic
Topic: [0.15.21] Losing saved login and favorite servers
Replies: 7
Views: 3535

Re: [0.15.21] Losing saved login and favorite servers

Deleted player-data.json, and it recreated it on exit. Seems to be working normally now, though the contents of player-data.json also seem to be the same as they were before... really weird.
by EntroperZero
Sat Jun 24, 2017 10:26 pm
Forum: 1 / 0 magic
Topic: [0.15.21] Losing saved login and favorite servers
Replies: 7
Views: 3535

Re: [0.15.21] Losing saved login and favorite servers

Sorry for the delay, I was out of town all last week. I am using Steam cloud sync, and there's no antivirus running. No special permissions or attributes on player-data.json. I just started the game, clicked browse multiplayer games, and it asked me to login. I did, and then exited the game normally...
by EntroperZero
Fri Jun 16, 2017 6:32 am
Forum: 1 / 0 magic
Topic: [0.15.21] Losing saved login and favorite servers
Replies: 7
Views: 3535

[0.15.21] Losing saved login and favorite servers

When I browse public games, I'm asked to enter my username and password again, and after I log in, my favorite servers are not remembered. This doesn't happen every time I exit the game and restart, but it has happened 3 or 4 times today. It just started happening with the 0.15.20 or 0.15.21 update.
by EntroperZero
Fri Jun 09, 2017 1:24 am
Forum: Technical Help
Topic: Recipe Difficulty with --map-settings
Replies: 2
Views: 1509

Re: Recipe Difficulty with --map-settings

Okay, seems to work. Thanks!
by EntroperZero
Thu Jun 08, 2017 8:30 pm
Forum: Technical Help
Topic: Recipe Difficulty with --map-settings
Replies: 2
Views: 1509

Recipe Difficulty with --map-settings

Hi there, I'm trying to create a set of JSON files for map-gen-settings and map-settings, that are the same as the presets the game gives you in the UI. I'm having trouble figuring out the right settings for recipe difficulty. map-settings-example.json looks like: "difficulty_settings": { ...
by EntroperZero
Wed Apr 26, 2017 5:04 am
Forum: Resolved Problems and Bugs
Topic: [0.15.0] Kovarex enrichment with productivity modules
Replies: 13
Views: 23395

Re: [0.15.0] Kovarex enrichment with productivity modules

But personally I would also agree that productivity Modules should be allowed, but the way the productivity is calculated should be changed. +1. So the inputs here are 40 U-235 and 5 U-238, and the outputs are 41 U-235 and 2 U-238. It seems you could determine the "product" by subtracting...

Go to advanced search