Search found 74 matches

by Krazykrl
Sat Dec 14, 2019 2:35 am
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 7093

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 ? :...
by Krazykrl
Fri Dec 13, 2019 8:02 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 7093

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. The biter, w...
by Krazykrl
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: 2902

Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?

Unless I’m 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...
by Krazykrl
Fri Nov 08, 2019 6:48 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 201
Views: 19069

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...
by Krazykrl
Fri Nov 08, 2019 6:33 pm
Forum: General discussion
Topic: What i wish
Replies: 9
Views: 967

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 "...
by Krazykrl
Mon Oct 07, 2019 11:11 am
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 8881

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 them please)...
by Krazykrl
Fri May 31, 2019 9:56 pm
Forum: News
Topic: Friday Facts #297 - New resource icons
Replies: 125
Views: 18134

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 is similar ...
by Krazykrl
Thu Mar 28, 2019 8:50 am
Forum: General discussion
Topic: Complete oil processing - conditions
Replies: 17
Views: 2232

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...
by Krazykrl
Tue Mar 19, 2019 7:51 am
Forum: General discussion
Topic: Why does radar attract biters?
Replies: 12
Views: 1119

Re: Why does radar attract biters?

Because you're cooking the biters.

https://en.wikipedia.org/wiki/Percy_Spencer#Career
by Krazykrl
Fri Mar 08, 2019 6:10 pm
Forum: Modding help
Topic: Anyone Know Whats Causing This.?
Replies: 5
Views: 525

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...
by Krazykrl
Mon Mar 04, 2019 7:36 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 20469

Re: Version 0.17.5

BlueTemplar wrote:
Mon Mar 04, 2019 7:34 pm
Yeah, 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 ?
IMO it was a bit too TEDIOUS before.
by Krazykrl
Mon Mar 04, 2019 7:28 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 20469

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...
by Krazykrl
Wed Feb 27, 2019 4:37 pm
Forum: General discussion
Topic: Rocket Fuel or Nuclear Fuel for trains?
Replies: 18
Views: 6785

Re: Rocket Fuel or Nuclear Fuel for trains?

Ranakastrasz wrote:
Wed Feb 27, 2019 4:35 pm
Doesn'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?
Not by much... You get an extra slot of fuel, making rocket fuel have 31 pieces... but nuclear fuel gets 4 instead of 3.
by Krazykrl
Wed Feb 27, 2019 2:59 pm
Forum: Pending
Topic: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
Replies: 5
Views: 339

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:...
by Krazykrl
Wed Feb 27, 2019 2:18 pm
Forum: Pending
Topic: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
Replies: 5
Views: 339

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-current.log
by Krazykrl
Wed Feb 27, 2019 11:46 am
Forum: Pending
Topic: [0.17.1] Deleting Deconstruction Planner hard locks Factorio
Replies: 5
Views: 339

[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...
by Krazykrl
Tue Feb 26, 2019 8:03 pm
Forum: General discussion
Topic: Usefullness of Stacking Ghosts and Entities Marked for Deconstruction
Replies: 2
Views: 298

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 ghost planning.
by Krazykrl
Tue Feb 26, 2019 4:14 am
Forum: General discussion
Topic: Ore mining setup
Replies: 18
Views: 2108

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.
by Krazykrl
Mon Feb 25, 2019 4:39 pm
Forum: General discussion
Topic: Ore mining setup
Replies: 18
Views: 2108

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....
by Krazykrl
Sat Feb 16, 2019 12:58 pm
Forum: General discussion
Topic: 0.17 Stack size in hand behavior
Replies: 5
Views: 1115

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...

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