Search found 105 matches

by Dixi
Sat Mar 14, 2020 4:14 pm
Forum: Modding help
Topic: How to change amount of preloaded resources into lab or assembler?
Replies: 3
Views: 171

Re: How to change amount of preloaded resources into lab or assembler?

You can get quantum labs working without interruption with vanilla stack inserters, even if they are beaconed with speed modules, but it requires one of a set of specific set-ups, and most likely completed stack inserter bonus research as well. Another workaround is to use loaders instead of insert...
by Dixi
Sat Mar 14, 2020 7:48 am
Forum: Modding help
Topic: How to change amount of preloaded resources into lab or assembler?
Replies: 3
Views: 171

How to change amount of preloaded resources into lab or assembler?

Industrial Revolution mod, Quantum Labs stops a lot because inserters do not start inserting until one or zero resources left inside. At that time lab consume resources faster then new arrives, so it stops, until new stack is loaded. I'm not sure, since it's less noticeable, but in some other modded...
by Dixi
Thu Feb 13, 2020 11:49 pm
Forum: General discussion
Topic: Question: what settings are used to start game to make mega base?
Replies: 25
Views: 2221

Re: Question: what settings are used to start game to make mega base?

I think all settings are personal preference. There are no strict rules. Some people want more challenge - they can build megabase on default settings, or using death world. While others, who wan to build a megabase some new interesting way can turn biters off and set ore to "a lot", maybe infinite....
by Dixi
Thu Feb 13, 2020 11:36 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 358
Views: 66275

Re: Parrallel processing in games & applications

Calculate game tick in one thread and same time use another cpu core to visualize previous tick calculations? This will give extra 1 tick delay in visualization, but those calculations can be done independently on at least two cpu cores. As I see on F5 diagnostics, Render takes about 1.5ms, while Up...
by Dixi
Sat Jan 25, 2020 12:13 pm
Forum: Modding discussion
Topic: IR in 0.18
Replies: 35
Views: 2890

Re: IR in 0.18

The license text does not contain the text you quote. I took the text from a short form of Licence. I still think minor modifications, to be compatible with a new version, is closer to "format", then to "adaptation". In case that we decide that it's an adaptation, one still free to publish his scri...
by Dixi
Sat Jan 25, 2020 9:37 am
Forum: Modding discussion
Topic: IR in 0.18
Replies: 35
Views: 2890

Re: IR in 0.18

Short answer: Merely changing the format never creates a derivative. Changing format to be compatible with 0.18 is not a forbidden change. "no derivatives" means you can't publish after changing something in his mod gameplay features or balance, like allowing productivity modules for many intermedia...
by Dixi
Sat Jan 18, 2020 11:06 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 9521

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Continue will be a nice menu option. About data storage. I was using cheap old PC (with windows storage server %-) with some HDDs. Then I switched to more compact DLink Dir-320L. Soon I found that it like to corrupt my files... :-( So I returned to my old small PC, just changed it's case so more HDD...
by Dixi
Sun Dec 22, 2019 10:11 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 127542

Re: [MOD 0.17] Industrial Revolution

All chip production - green, red, blue, do not allow productivity modules, so in IR mod those chips are not intermediate product, while in original Factorio the are. wiki ref Also some other items, like Reinforced Iron Plate, also is not an Intermediate product. Why? In Factorio it's quite clear, th...
by Dixi
Thu Nov 28, 2019 9:01 am
Forum: General discussion
Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
Replies: 35
Views: 3078

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

I build 2xN "in line" with any mod for ground water, so it can be build endlessly until you have space, using simple copy-paste. I tried to use different builds before, but they are more complicated to copy when you need more power. Building some structure and installing it in a big lake, on a fille...
by Dixi
Fri Aug 23, 2019 5:04 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 27004

Re: Friday Facts #309 - Controversial opinions

You prolly should put a survey, with questions and typical answers. Inserters should not chase items Miners shouldn't output directly to belts Leave them as is. I love the idea that miners can output to wagons directly, and that gives me a goal to chase! Boilers shouldn't have a water output Then ho...
by Dixi
Fri Aug 16, 2019 4:39 pm
Forum: News
Topic: Friday Facts #308 - Not stable quite yet
Replies: 29
Views: 6889

Re: Friday Facts #308 - Not stable quite yet

I'm also very surprised that in a game, where you can change or fine tune almost anything without problems, using console, LUA or mod, someone using Cheat Engine. Maybe they are too lazy or do not understand that in Factorio, one can change almost everything from a console?
by Dixi
Tue Aug 13, 2019 6:16 am
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 8
Views: 694

Re: Changing effects on evolution / changing pollution spread

OKay, I can read and print it, but can not change. /c local t1 = game.tile_prototypes["water"] game.player.print( t1.emissions_per_second ) t1.emissions_per_second = 0.001 Print displays 5e-06, that looks realistic, since I saw 0.000005 number related to water tiles before. But LuaTilePrototype is r...
by Dixi
Mon Aug 12, 2019 1:18 pm
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 8
Views: 694

Re: Changing effects on evolution / changing pollution spread

/c game.player.print( Data.raw.tile.water.ageing )

Does not work for me, from console.
Says attempt to index global data - nil value. Data.raw.tile.water.ageing also do not works.

Seems should be some prefix before data. ?
by Dixi
Sun Aug 11, 2019 5:54 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 13130

Re: Friday Facts #307 - 0.17 stable candidate

I believe I have already thought about every proposed change to oil I afraid, you got us wrong way. We asking about liquids flow in pipes , that works kinda bad now. We see a pipe of a good diameter (I'd say about one meter+ visually, and it performs so badly. :-( About oil redesign - it's your pic...
by Dixi
Sun Aug 11, 2019 8:40 am
Forum: Ideas and Requests For Mods
Topic: Revert toolbar to old behavior (with auto link new items)
Replies: 1
Views: 182

Revert toolbar to old behavior (with auto link new items)

Old toolbar behavior was much better. I craft a new item, it instantly appear on a 1st free slot of toolbar (I don't care is it item or link). Then I place it, and it's gone from a toolbar.

Is it possible to impenitent by mod?

I searched but found none. Is it impossible to do?
by Dixi
Sat Aug 10, 2019 7:47 pm
Forum: PyMods
Topic: Problem with too big/obscuring building sprites
Replies: 7
Views: 493

Re: Problem with too big/obscuring building sprites

I strongly disagree with you, immortal_sniper1. 1. Please use proper grammar, it's hard to understand what you write. 2. Game should be fun. I'm not going to adapt to mod that force me to build base in limited way, not the way I like. Because this is one of main Factorio concepts - you can do same t...
by Dixi
Sat Aug 10, 2019 4:39 pm
Forum: PyMods
Topic: Problem with too big/obscuring building sprites
Replies: 7
Views: 493

Problem with too big/obscuring building sprites

In Factorio core game, all buildings textures/sprites, almost always fits inside their rectangle. If they are drawn outside of rectangle, it's usually very small part, like antenna, that do not block view. They also never block a way in between of any two building. Here buildings are too big. Okay, ...
by Dixi
Fri Aug 09, 2019 4:13 pm
Forum: News
Topic: Friday Facts #307 - 0.17 stable candidate
Replies: 83
Views: 13130

Re: Friday Facts #307 - 0.17 stable candidate

What about new fluid mechanic? Is it already implemented, or postponed for future?

Because current performance of semi-long pipes is very low.
by Dixi
Fri Aug 09, 2019 4:09 pm
Forum: Not a bug
Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
Replies: 6
Views: 363

Re: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic

Next day I turn power switch on a power supply off for several minutes, did BIOS reset to default, loaded optimized defaults and everything turned back to normal. Still no idea what caused the problem. No crashes anymore. I suspect that some memory access control setting in a BIOS got changed to hig...
by Dixi
Wed Aug 07, 2019 5:24 am
Forum: Not a bug
Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
Replies: 6
Views: 363

Re: [0.17.63] Crash with unknown reason, repeatable to some degree

Sorry for bug report - it's a hardware problem in my PC.

Memtest86 shows, that, due to unknown to me reason, memory, when it's temperature gets to 67 degrees, starts to fail a lot. DDR3, no manual overclocking.

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