Search found 94 matches
- Sat Dec 14, 2019 2:35 am
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 24745
Re: Friday Facts #325 - New Explosions and Particles
Michael Bay can't wait to play with the new special effects ! Factorio - Directed by Michael Bay https://www.youtube.com/watch?v=D6mc0QYjU0I In regards to other milestones... we might have something else to announce in the weeks to come :) . You are going to break the 2M copies sold, aren't you ? :...
- Fri Dec 13, 2019 8:02 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 24745
Re: Friday Facts #325 - New Explosions and Particles
The particle FX on the Roboport ain't looking so hot. It doesn't make sense for the "shot spark" to pop up randomly within an area. A random shot spark should happen relative to the position of the last shot, within a circle. Either do that, or make the whole area circular and smaller. Th...
- Tue Dec 03, 2019 5:12 am
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 11455
Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
Unless Iβm not understanding the picture, you are simply using Reactors as a heat pipe. Does that make a difference? Fewer entities, basically. And I would say fewer pipe intersections, where a lot of CPU usually goes (heatpipe transmits heat as a fluid). In addition, the thermal mass of the nuclea...
- Fri Nov 08, 2019 6:48 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 76436
Re: Friday Facts #320 - Color correction
The change to the brightness and contrast looks great on my properly configured IPS monitor( http://www.lagom.nl/lcd-test/ ). Yes it looks less gloomy, but midday actually looks like midday due to increased contrast. Additionally it substantially helps usability to use the entire dynamic range of th...
- Fri Nov 08, 2019 6:33 pm
- Forum: General discussion
- Topic: What i wish
- Replies: 9
- Views: 3654
Re: What i wish
I agree that the way *no* assembling machines have a 1x rate is an unnecessary complication. Though if you're using assembler 3s you're probably using modules and beacons anyway - without modules I think assembler 2s make more sense. 0.5/1/1.5 or even 0.5/1/2 would be good speeds. You can just go &...
- Mon Oct 07, 2019 11:11 am
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 32681
Re: Friday Facts #315 - New test servers
RAM performance is affected by AMD Infinity Fabric clock. Basically if it's not on the same "tick" level (I think /4) the Infinity Fabric needs to overclock and slows down the whole CPU/RAM etc. as it needs to find the middle ground for both. More info here and in other sources (google th...
- Fri May 31, 2019 9:56 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 53088
Re: Friday Facts #297 - New resource icons
For some reason I don't like the idea of random ores. I think mainly because it would make it hard to see at a glance the number of items. At the end of the day, the icon is just a representation of "there is an item of this type", no particular need for it to look pretty. Yes, but this i...
- Thu Mar 28, 2019 8:50 am
- Forum: General discussion
- Topic: Complete oil processing - conditions
- Replies: 17
- Views: 8243
Re: Complete oil processing - conditions
I would personally always use Crude oil in my flamethrower turrets. Refined products for Flamethrower Turrets don't really help much, since even un-upgraded Flamethrowers utterly demolish biters. Using pure crude also lets you do something like a solar powered electricity isolated flamethrower setup...
- Tue Mar 19, 2019 7:51 am
- Forum: General discussion
- Topic: Why does radar attract biters?
- Replies: 12
- Views: 5219
- Fri Mar 08, 2019 6:10 pm
- Forum: Modding help
- Topic: Anyone Know Whats Causing This.?
- Replies: 5
- Views: 2143
Re: Anyone Know Whats Causing This.?
--->> WhistleStopFactories_0.1.12.zip . As you can now see / view in the picture below. - No more duplicates in the crafting pane on the right.. Its sad though, because I really like Whistle Stop Factories mod. hopefully they fix it as I posted the link to this forum post. It gave me an incentive t...
- Mon Mar 04, 2019 7:36 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40791
Re: Version 0.17.5
IMO it was a bit too TEDIOUS before.BlueTemplar wrote: βMon Mar 04, 2019 7:34 pmYeah, it seems to be quite a bit cheaper, at least until the end of the game... but maybe it was a bit too expensive before ?
- Mon Mar 04, 2019 7:28 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40791
Re: Version 0.17.5
Using a bunch of researches to get +2% productivity at a time was just painful to queue when the other researches cost an order of magnitude more. Since the cost of the research starts at some flat value, and goes up by a flat value; any benefit will soon become practically a rounding error (since t...
- Wed Feb 27, 2019 4:37 pm
- Forum: General discussion
- Topic: Rocket Fuel or Nuclear Fuel for trains?
- Replies: 18
- Views: 24211
Re: Rocket Fuel or Nuclear Fuel for trains?
Not by much... You get an extra slot of fuel, making rocket fuel have 31 pieces... but nuclear fuel gets 4 instead of 3.Ranakastrasz wrote: βWed Feb 27, 2019 4:35 pmDoesn't nuclear fuel kinda stack to 2 and rocket fuel to 11, because of the fact it consumes one when you add it?
And if so, how badly does that throw calculations off?
- Wed Feb 27, 2019 2:59 pm
- Forum: Pending
- Topic: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
- Replies: 5
- Views: 1515
Re: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
Issue persists. Steps taken: Backed up %appdata%\factorio\saves Deleted %appdata%\factorio\config\config.ini (I had some modifications in it, like use sprite atlas) Rightclicked factorio in steam, and uninstalled... then installed afterward (downloaded ~1.1GB) Started New game, Default Preset, Seed:...
- Wed Feb 27, 2019 2:18 pm
- Forum: Pending
- Topic: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
- Replies: 5
- Views: 1515
Re: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
Can you provide any other steps which may help cause the crash? Instead of closing the dialog via the "trashcan", click export to string instead (I believe this is what causes the crash, it is 100% reproducible on my end if i click the export button.) factorio-dump-current.dmp factorio-cu...
- Wed Feb 27, 2019 11:46 am
- Forum: Pending
- Topic: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
- Replies: 5
- Views: 1515
[0.17.1] Deleting Deconstruction Planner hard locks Factorio
Using Q to clear cursor with an opened deconstruction planner causes factorio to instantly freeze (but still monopolize a CPU core), necessitating a taskkill on Factorio.exe. (When using a fresh map, the crash dialog comes up nearly instantly; but on a 15-minute or so save, it did not detect the han...
- Tue Feb 26, 2019 8:03 pm
- Forum: General discussion
- Topic: Usefullness of Stacking Ghosts and Entities Marked for Deconstruction
- Replies: 2
- Views: 1044
Re: Usefullness of Stacking Ghosts and Entities Marked for Deconstruction
Otherwise the entity would be blocking a ghost placement, or blueprint placement. Marked for deconstruction entities are deactivated, and are practically just waiting for a construction robot to come collect them. Once you mark something for decon, that space is instantly "free" for BP gho...
- Tue Feb 26, 2019 4:14 am
- Forum: General discussion
- Topic: Ore mining setup
- Replies: 18
- Views: 15202
Re: Ore mining setup
You need mining productivity level 1,905+ (1,539+ for stone) for each drill to saturate one side of a blue belt. Of course you could use logistics bots, but if you're that late into the game; UPS is probably a concern... and you can't get much more efficient than a parked train right on the drills.
- Mon Feb 25, 2019 4:39 pm
- Forum: General discussion
- Topic: Ore mining setup
- Replies: 18
- Views: 15202
Re: Ore mining setup
Usually I do one row between miners for power poles. On small patches I put the miners next to each other and place the poles within the output belt using undergrounds I always use the same BP for miners, it works very well until doing something like full bots or direct-drill-to-traincar. 4xMiners....
- Sat Feb 16, 2019 12:58 pm
- Forum: General discussion
- Topic: 0.17 Stack size in hand behavior
- Replies: 5
- Views: 2814
Re: 0.17 Stack size in hand behavior
1.) I'd imagine that the shortcuts still work on a per-stack basis, the toolbelt is only a pointer to your inventory... you can never hold more than one stack of any item in your hand. 2.) If you can set your inventory to not autosort items, then making arbitrary stacks should work just fine. The to...