Search found 60 matches
- Wed Jul 06, 2022 6:36 pm
- Forum: Not a bug
- Topic: [1.1.61] Graphic issue in burner mining drill sprites
- Replies: 1
- Views: 1050
[1.1.61] Graphic issue in burner mining drill sprites
So its the most minor of graphical issues, but I couldnt see a report for it. https://i.ibb.co/PgdqYLY/BMD.png On the plunger that goes up and down, you can see a black box over the top 2/3rds of the graphic. Theres a noticeable black edge 2/3rds down. You can see it in the graphics too, in the burn...
- Thu Nov 25, 2021 4:54 pm
- Forum: Releases
- Topic: Version 1.1.47
- Replies: 11
- Views: 14485
- Tue Sep 21, 2021 12:06 pm
- Forum: General discussion
- Topic: My new PC (Specially ordered for Factorio)
- Replies: 22
- Views: 8420
Re: My new PC (Specially ordered for Factorio)
From what I know, Factorio is all about the RAM/CPU, and looking at your RAM, well you could have saved a lot of money. The G.SKILL from looking on Amazon UK is around Β£280. Working out its Latency = CL * 2000 / Frequency = 14 * 2000 / 3200MHz = 8.75ns. A look on overclockers, you can get Patriot Vi...
- Fri Mar 12, 2021 10:47 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 17624
Re: Some ideas for the "One big expansion pack"
Throw my 2 pennies in on this one. So Factorio is "perfect", and by that, I mean that for all the machines and entities appearances they all donβt wear down, break down, cough black smoke, catch on fire, explode. Now I know there is a MOD that does some of this, I think for the base game, ...
- Fri Dec 04, 2020 3:54 pm
- Forum: Releases
- Topic: Version 1.1.5
- Replies: 8
- Views: 17870
Re: Version 1.1.5
So few fixes, stable release is almost there ? No, that was hotfix because of drag building ghost electric poles was accounted for at least 100 crashes within 14h Ha, somewhere on earth, every 1 second a lightning bolt hits Earth. Somewhere else on Earth, every 8min 24 seconds, someone tries to gho...
- Wed Nov 25, 2020 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Fluid box "get_flow" returns wrong value
- Replies: 6
- Views: 3395
Re: [boskid] Fluid box "get_flow" returns wrong value
Does this also mean that the FlowRate wont go to 0 on full outputs? i.e a really long pipeline will have those first few pipes full.
- Wed Nov 25, 2020 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Fluid box "get_flow" returns wrong value
- Replies: 6
- Views: 3395
Re: Fluid box "get_flow" returns wrong value
Yeah its always been like this, been trying for years to work it out. I use the FlowStatistics that the game generates for the graphs, this gives a way to get a flow rate without needing to go through all the offshore pumps on the map. You can get the FlowStatistics rate per tick, and i divide by th...
- Mon Jun 01, 2020 4:04 pm
- Forum: Pending
- Topic: [0.18.28] The game just crashes
- Replies: 11
- Views: 3200
Re: [0.18.28] The game just crashes
Just having a look in his log file.
So that save file is 2.64 Gb and Level is 6.48 Gb.
I've not seen a non-modded game have a save file that huge?
Code: Select all
20.751 Loading map F:\Games\Factorio_0.18.28\saves\_autosave2.zip: 2645659023 bytes.
20.774 Loading level.dat: 6482668896 bytes.
I've not seen a non-modded game have a save file that huge?
- Tue May 19, 2020 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 8977
Re: [0.18.22] Modded game won't load.
Hey, Quick question im sure I can test this with my mod. What does this fix, fix exactly? The old version of my mod, used to store every water tiles position, type, and some other mod variables in a table when a offshore pump was placed in a water area, as you can imagine, this table could be huge, ...
- Thu Mar 12, 2020 3:51 pm
- Forum: Duplicates
- Topic: [0.18.12] Tank rendered under foliage
- Replies: 2
- Views: 1255
Re: [0.18.12] Tank rendered under foliage
Ha ha reminds me of the Mirage Tank from Command & Conquer!
- Fri Mar 06, 2020 4:56 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 32613
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
The only slight tweak I would make here. Satisfaction shoude change to Demand. It should be the electric network is demanding 38.7 GW of power, and producing 38.7 GW of power. I believe this is the standard wording for power networks. It always confuses me what satisfaction is when i initally look, ...
- Fri Feb 28, 2020 11:34 am
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 23697
Re: Friday Facts #336 - Offshore pump redesign
Looks cool. I take it, its just a redisgned on the graphics, the entity hasn't been changed? Looking at the redisign, i also take it that the offshore pump, will report that its been built on a land tile not a water tile? Or will it still show that its been built on water when checking? Can the colo...
- Fri Dec 06, 2019 7:19 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 49487
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Have to agree with others here, the noise on those leaves, is rather distracting and overall doesn't look that nice. If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. I think it needs to be a bit more random. When ever Ive been ...
- Fri Sep 20, 2019 1:57 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 28195
Re: Friday Facts #313 - Light at the end of the bug tunnel
This is a race between getting my mod to 0.7 or Factorio going 0.17 stable, its going to be close i think!
Guess its time to start working on those 1700+ Minor Issues right!
Guess its time to start working on those 1700+ Minor Issues right!
- Thu Sep 19, 2019 3:02 pm
- Forum: Pending
- Topic: [0.17.68] Crash: "Pump::update()"
- Replies: 3
- Views: 1745
Re: [0.17.68] Crash: "Pump::update()"
Looking at the logs, and knowing what the past few updates have done.
Looks like WaterWell Mod is the culprit, I bet its something to do with the bounding boxes on pumps being changed?
Looks like WaterWell Mod is the culprit, I bet its something to do with the bounding boxes on pumps being changed?
- Fri Aug 23, 2019 1:52 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 125912
Re: Friday Facts #309 - Controversial opinions
Nice to hear about some of these, I think Adventure mode in particular would be great. If we think about the start of the game, you crash land from a spaceship, you could start with only a basic level of knowledge, some of this could then unlock as you get through some basic recipes, but some of the...
- Sun Jul 14, 2019 12:02 am
- Forum: Modding help
- Topic: Migrated Content Event ?
- Replies: 2
- Views: 1234
Migrated Content Event ?
Hello Modders! Simple enough question really. Is there an event that gets raised when Factorio shows the Migrated Content window? Specifically I'm looking for an event that gets raised which would contain the entities that have been removed from the save file. Having issues with my mod, if Factorio ...
- Tue Jun 18, 2019 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Biters not attacking at the same frequency after patch
- Replies: 6
- Views: 5635
Re: [0.17.49] Biters not attacking at the same frequency after patch
Most likely realted to this big fix : 71865
Wonder if the code is being a bit to hard on limiting the amount of attacks?
Wonder if the code is being a bit to hard on limiting the amount of attacks?
- Fri Apr 05, 2019 3:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
- Replies: 6
- Views: 4446
Re: [0.17.25] Production values displayed incorrectly
Dont think this is a bug. Some maths. ~65 hrs = 3900 minutes 4.3k/m Wires = 16770000 wires in 65 hours 250 hours = 15000 minutes 1677000 / 15000 = 1.118 k/m Wires 1000 hours = 60000 minutes 167700 / 60000 = 279.5 m Wires So the maths adds up to your images. The graphs show the average for the timesp...
- Sun Mar 17, 2019 2:23 am
- Forum: Pending
- Topic: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
- Replies: 2
- Views: 1501
Re: [0.17.11] Inconsistant Mod Behaviour on Custom Created Map
So I've been doing a bit of investigation. This looks to be an error in the initialization phase. The mod onit function sets up a list of global variables and tables. It seems that when in a scenario, the init function is messing up my global.LandFill table and filling it with 4000 entries, thus cau...