Search found 15 matches

by Sifu
Tue Mar 12, 2019 2:04 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.11] Tutorial - Recipe open for assembler mk2 but not steel
Replies: 1
Views: 3764

[abregado][0.17.11] Tutorial - Recipe open for assembler mk2 but not steel

After completing the tutorial, you are able to continue playing on the map. I have all the non-infinite researches completed. In the craft menu, the recipe for assembler MK2 is available, but steel smelting was never researched. This means that it is not possible to produce steel, thus impossible to...
by Sifu
Tue Mar 13, 2018 12:16 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.30] Ghost placed rail signals are broken
Replies: 3
Views: 3326

[kovarex] [0.16.30] Ghost placed rail signals are broken

What did you do? I placed a ghost rail signal on a ghost rail. What happened? It did not attach to the rail (Blinks green/yellow/red) What did you expect to happen instead? Attach to the rail as if I placed it (ghost placed or not). I made a video that also shows that shows this issue and that ghos...
by Sifu
Tue Jan 23, 2018 9:19 pm
Forum: Ideas and Suggestions
Topic: Click-and-drag to place on ghosts
Replies: 2
Views: 1683

Re: Click-and-drag to place on ghosts

Power poles are programmed to be placed in a way that every machine will have power delivered to it. The person who built your bluprint probably used this technique while placing power poles. I like that currently I can place objects on ghosts without having to erase them first, but a right click (e...
by Sifu
Tue Jan 23, 2018 9:15 pm
Forum: Ideas and Suggestions
Topic: Covered Conveyor belt
Replies: 3
Views: 1509

Re: Covered Conveyor belt

Underground belts are pretty much "Covered belts", no?
by Sifu
Sat Jan 20, 2018 1:17 am
Forum: Not a bug
Topic: Inconsistent combat robot damage type naming
Replies: 3
Views: 1349

Re: Inconsistent combat robot damage type naming

Yep I just noticed this too.. For a moment I thought destroyers weren't getting buffed...

Beam = Electric it seems. Would have to be changed imo.

(Version 0.16.16)
by Sifu
Sun Jan 14, 2018 5:35 pm
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 8118

Re: [16.16] Splitter decompress still

golfmiketango wrote:
Sifu wrote:Another simpler example:

Simple 4-4 balancer decompresses the 4 fully saturated lanes.
:(

Can you post this save to the thread so it can hopefully be looked at Sifu?
There you go. I have uploaded the save which has my simple 4-4 balancer decompressing.
by Sifu
Fri Jan 12, 2018 7:49 pm
Forum: Resolved Problems and Bugs
Topic: [16.16] Splitter decompress still
Replies: 14
Views: 8118

Re: [16.16] Splitter decompress still

Another simpler example:

Simple 4-4 balancer decompresses the 4 fully saturated lanes.
by Sifu
Fri Jan 12, 2018 3:05 am
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Rail "Block" viewer still bugged in curve
Replies: 3
Views: 3212

Re: [0.16.16] Rail "Block" viewer still bugged in curve

I have deleted the crop-cache.dat.
I could not find the atlascache file.

Issue is still visible.
I have posted on 55276 regarding it.
by Sifu
Fri Jan 12, 2018 3:02 am
Forum: Resolved Problems and Bugs
Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
Replies: 14
Views: 6494

Re: [v453000] [0.16.5] rail split block visualization graphical glitch

Just to note for futur people having the same issue on futur versions: The crop cache file name is actually crop-cache.dat (which is found in C:\Users\ username \AppData\Roaming\Factorio). I have yet to find the atlas cache file... After deleting crop-cache.dat, the issue is still here for me on [0....
by Sifu
Fri Jan 12, 2018 12:06 am
Forum: Resolved Problems and Bugs
Topic: [0.16.16] Rail "Block" viewer still bugged in curve
Replies: 3
Views: 3212

[0.16.16] Rail "Block" viewer still bugged in curve

There is a little line visible to the right side of this section.
I remember that it was already posted a few patches ago and was supposed to be fixed... But it's still here. (I couldn't find the older post..)

I have included the save file at this location. It's Vanilla.
by Sifu
Thu Jan 11, 2018 10:26 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.16.16] Frame jitter effect when running against a pipe
Replies: 3
Views: 2720

[posila][0.16.16] Frame jitter effect when running against a pipe

When you walk into a pipe/Storage tank connection, there is a frame jitter very simillar to https://forums.factorio.com/viewtopic.php?f=11&t=56362&p=332622&hilit=frame+ji#p332622 . https://youtu.be/2cB-_nxzz48 Have included the save. When loaded, just run left. This is vanilla. It happen...
by Sifu
Tue Jan 09, 2018 7:26 pm
Forum: General discussion
Topic: Cliffs :(
Replies: 21
Views: 11940

Re: Cliffs :(

That's funny because for me it actually enhanced the gameplay a lot. Planning around cliffs makes it much more challenging than the typical and dumb "plop blueprints and win". I now have to plan ahead and fit as much stuff as I can between the cliffs and the water. Yet, it is impossible to...
by Sifu
Sat Dec 30, 2017 9:50 pm
Forum: Pending
Topic: [0.16.11] Factorio locks screen at 60 fps after closing game
Replies: 2
Views: 1261

Re: [0.16.11] Factorio locks screen at 60 fps after closing game

This is still happening everytime I close the game on 0.16.11.
by Sifu
Fri Dec 29, 2017 2:05 pm
Forum: Pending
Topic: [0.16.11] Factorio locks screen at 60 fps after closing game
Replies: 2
Views: 1261

[0.16.11] Factorio locks screen at 60 fps after closing game

Steps to reproduce: 1. Open Factorio 2. Quit the game from the main menu (Doesn't matter if I were in a game, it still happens 100% of the time) (Edit: I never tried quitting with alt+F4 or any force quit. I always leave with the main menu quit button) Now my screen skips half the frames and is noti...
by Sifu
Sat Dec 02, 2017 1:07 am
Forum: Technical Help
Topic: high CPU usage when idle
Replies: 5
Views: 3102

Re: high CPU usage when idle

You know, when not in focus, a lot of the games I play drop maximum frame rate to 5. [...] I would expect the same from Factorio. That is because the games aren't actually linked to the fps. The game runs a cycle every frame that is delivered to your screen. That means that at 5fps your whole facto...

Go to advanced search