Actually I made a change for 0.12, that the slots in the assembler can hold even more than the usual stack limit when the recipe needs it. (It makes logical sense as the assembler is quite large building).
This not only solves this problem, but enables us to create recipes with hundreds or ...
Search found 100 matches
- Sun May 24, 2015 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Inserter still stuck due to inserter size bonus :)
- Replies: 10
- Views: 5929
- Mon Apr 13, 2015 3:26 pm
- Forum: News
- Topic: Friday Facts #81 - Chain signals
- Replies: 43
- Views: 47464
Re: Friday Facts #81 Chain signals
Since you cannot make bridges and avoid crossings rails in Factorio, this totally essential. Thank you very much.
Oh and happy birthday :)
I really hope that tunnels or bridges get implemented for trains - this would solve a lot of trains deadlocks. The chain signals lock cool but im unsure if ...
Oh and happy birthday :)
I really hope that tunnels or bridges get implemented for trains - this would solve a lot of trains deadlocks. The chain signals lock cool but im unsure if ...
- Wed Apr 08, 2015 10:45 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Train Tunnels
- Replies: 7
- Views: 13915
Re: [Request] Train Tunnels
The lack of tunnels is the only thing that keeps me from continuing playing the game. I had a huge map full of rail network that I enjoyed, but unfortunately with increased number of trains it all gets blocked, and the game turns from fun experience to basically fixing the clogging of trains and ...
- Thu Mar 12, 2015 1:08 pm
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 56091
Re: Friday Facts #76 - MP inside out
while the game is purely p2p now, I feel it won't stay like that for long; underlying protocol may be unchanged, but security/administrative features and notions of hosts/servers will probably come to life sooner or later.
What people want is not a server-client model, what they want is a ...
What people want is not a server-client model, what they want is a ...
- Thu Mar 12, 2015 12:38 pm
- Forum: News
- Topic: Friday Facts #76 - MP inside out
- Replies: 52
- Views: 56091
Re: Friday Facts #76 - MP inside out
It would be great if the game checked the connection of each peer to each other peer BEFORE downloading the map. Also, if some of the peers cannot connect to each other directly (one is in LAN other in WAN) it would be good if the game could find out the best route to relay the information from ...
- Thu Feb 12, 2015 7:09 pm
- Forum: Not a bug
- Topic: [0.11.14] 10k of solar panels cause the game to lag
- Replies: 11
- Views: 6963
Re: [0.11.14] 10k of solar panels cause the game to lag
Tryed the mod, lag totally eliminated. I wish the game was more optimized, and if not, had a bigger solar panel so we dont need 10 000 of them.
- Wed Feb 11, 2015 8:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Corrupted rail segment
- Replies: 9
- Views: 3936
Re: [0.11.15] [kovarex] Corrupted rail segment
I have just killed a wagon on rail due to collision and produced another unkillable rail.
- Mon Feb 09, 2015 8:16 pm
- Forum: Show your Creations
- Topic: Mass production with ZERO belts and robots :)
- Replies: 20
- Views: 42047
Re: Mass production with ZERO belts and robots :)
Start with loco + 2 wagons, then switch to loco+2wagons+loco+2wagons - this serves 4 blocks at once.Alekthefirst wrote:That would also be a possibility, i just need to get trains going (am sort of stuck in a biter hell right now)
- Mon Feb 09, 2015 7:45 pm
- Forum: Show your Creations
- Topic: Mass production with ZERO belts and robots :)
- Replies: 20
- Views: 42047
Re: Mass production with ZERO belts and robots :)
EDIT 2: ok so i just looked at the steel smelting time, to keep up those furnaces would need speed upgrades (as much speed as possible, preferrably. They give 3 steel/10 sec, so you need basically 3x speed in then to keep up, but the 2x achieveable should be good enough for ppl who aren't building ...
- Mon Feb 09, 2015 7:34 pm
- Forum: Show your Creations
- Topic: Mass production with ZERO belts and robots :)
- Replies: 20
- Views: 42047
Re: Mass production with ZERO belts and robots :)
This should be able to craft solar panels just from iron and copper inputs. I did not consider any ratios or something, and didn't even bother with the inserters.
http://i.gyazo.com/7e045f84b58a21d8e480355c40ae7251.png
I see how you placed a wagon and have an advice for you - look how I ...
- Mon Feb 09, 2015 10:57 am
- Forum: Show your Creations
- Topic: Mass production with ZERO belts and robots :)
- Replies: 20
- Views: 42047
Re: Mass production with ZERO belts and robots :)
I also found a way of doing this, but i used specialized Blue and red circuit "modules", where one blue module had two copper wire assemblers, two green circuit, one red and one blue...
I have started with something similar, but then thought that since trains carry the raw materials anyway, I ...
I have started with something similar, but then thought that since trains carry the raw materials anyway, I ...
- Sun Feb 08, 2015 9:44 pm
- Forum: Show your Creations
- Topic: Probably the biggest MP map ever :)
- Replies: 8
- Views: 13864
Re: Probably the biggest MP map ever :)
Here I have posted more info about this map. See how we produce the most used items withour belts NOR robots.
https://forums.factorio.com/forum/vie ... f=8&t=8551
https://forums.factorio.com/forum/vie ... f=8&t=8551
- Sun Feb 08, 2015 9:11 pm
- Forum: Show your Creations
- Topic: Mass production with ZERO belts and robots :)
- Replies: 20
- Views: 42047
Mass production with ZERO belts and robots :)
Some people are not satisfied with just building a rocket defence and want the game to go on and on. But in multiplayer massive factories start to lag and limit the ability to expand.
Together with my friends Drbln and PsihiusI, I have developed a nice method of production of circuits without using ...
Together with my friends Drbln and PsihiusI, I have developed a nice method of production of circuits without using ...
- Sun Feb 08, 2015 2:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Corrupted rail segment
- Replies: 9
- Views: 3936
[0.11.15] [kovarex] Corrupted rail segment
We have a rail segment that cannot be killed. If you build a train on it the train becomes corrupted and randomly crashes the game.

http://www.filedropper.com/bug2

http://www.filedropper.com/bug2
- Sat Feb 07, 2015 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Idea for larger solar station and larger accumulator
- Replies: 2
- Views: 3735
Re: Idea for larger solar station and larger accumulator
I would also like to have a larger solar, but only for the sake of late game having less lag in multiplayer. Having 20k solar panels hits the limit of playable game. Maybe is there was a bigger cluster, say 12x12 with same stats as 16 solars - i could build bigger factories with less lag.
Here is ...
Here is ...
- Sat Feb 07, 2015 9:42 pm
- Forum: Not a bug
- Topic: [0.11.14] 10k of solar panels cause the game to lag
- Replies: 11
- Views: 6963
Re: [0.11.14] 10k of solar panels cause the game to lag
If you turn on the debug information (F5) and look at update times you can see the electric network is taking 1.1~ MS/tick out of 14-16~ MS/tick with the rest being entity updates
But still thats a lot and really limits the factory size, as I would gladly add another 10k solars but cant. Perhaps ...
But still thats a lot and really limits the factory size, as I would gladly add another 10k solars but cant. Perhaps ...
- Sun Feb 01, 2015 9:17 pm
- Forum: Show your Creations
- Topic: Probably the biggest MP map ever :)
- Replies: 8
- Views: 13864
Re: Probably the biggest MP map ever :)
Onthis map, we have NO belts in our production, and all smelting plus all red green and blue circuts are done in wagons 
This allows us to produce massive amounts of stuff without hindering multiplayer fps.

This allows us to produce massive amounts of stuff without hindering multiplayer fps.
- Thu Jan 29, 2015 5:45 pm
- Forum: Not a bug
- Topic: [0.11.13] Connecting to MP game from same IP doesn't work
- Replies: 21
- Views: 10676
Re: [0.11.13] Connecting to MP game from same IP doesn't wor
The situation describes is exactly how it is yes. Unfortunately we have 0 control over the router and we have no idea what kind of router it is either.
NAT loopback is disabled by default on most routers, and without it the Lan machines cannon connect to each other by public IP.
By the way, I ...
NAT loopback is disabled by default on most routers, and without it the Lan machines cannon connect to each other by public IP.
By the way, I ...
- Thu Jan 29, 2015 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: Multiplayer map download speed too slow
- Replies: 20
- Views: 25928
Re: Multiplayer map download speed too slow
Still not solved in 11.13, i have 100/100 internet and upload a 30mb map over 3 minutes to a 100/10 mbit peer.
- Wed Jan 28, 2015 10:49 pm
- Forum: Not a bug
- Topic: [0.11.13] Train blocks itself unnecessarily
- Replies: 8
- Views: 4963
Re: [0.11.13] Train blocks itself unnecessarily
Untill pre-signals are implemented dont place signals inside of intersections.