Search found 192 matches
- Sun Apr 19, 2020 10:12 pm
- Forum: Modding discussion
- Topic: Clusterio 2.0 Developments
- Replies: 4
- Views: 5280
Re: Clusterio 2.0 Developments
The added documentation will be really nice. It took me a whole afternoon to figure out how to get Clusterio running and I don't know where to begin to make a plugin. I have been using Clusterio just to build singleplayer megabases for a while now and it has worked really well. If there was a very ...
- Wed Apr 08, 2020 9:34 am
- Forum: Modding discussion
- Topic: Clusterio 2.0 Developments
- Replies: 4
- Views: 5280
Re: Clusterio 2.0 Developments
We also have a Discord where we do all types of collaboration with the development of Clusterio: https://discord.gg/jdRAYaG
- Fri Jan 17, 2020 4:47 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42074
Re: Friday Facts #330 - Main menu and File Share Shenanigans
And that is why people shell out money for Synology NAS stations :) Also, ZFS on Linux has issues and Linus recently wrote a whole tirade on why it will probably never be properly supported on Linux, so you might want to rethink your FS choices. But if anything, unRAID might be a good choice for you...
- Fri Aug 23, 2019 2:03 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 125939
Re: Friday Facts #309 - Controversial opinions
By the end of the blog post, I had a distinct feeling that you have enough grievances/stuff built up to start developing Factorio 2 :D I mean I liked almost everything, and some of the things that require rebuilding almost from scratch are a good excuse to do Factorio 2 :D Also, you could make a lot...
- Wed Aug 21, 2019 10:49 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 94632
Re: Nauvis Post Collapse (16GB ram minimum required)
Thanks for the map, started the playthrough on the FactorioMMO community - first episode lands in the evening 22nd on the channel. We did hook up to those generators immediately :) One thing i will say - running the map requires very fast CPU. Map neeeds optimizing - too many entities and too many e...
- Thu Jul 25, 2019 9:51 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
True, these days if I go for a bus, I just design it for the blue belt from the ground up.
- Thu Jul 25, 2019 9:10 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
Another possible downside is that now I can't choose to stay with Basic Oil Processing for more Heavy Oil. I think Heavy Oil is more valuable than you realize, and Advanced Oil Processing doesn't really generate enough of it a lot of the time. Incidentally, if basic refining gave only light oil, pl...
- Thu Jul 25, 2019 9:08 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
That is actually another balancing downside - in the early game you build a lot of blue level belts - they eat Lubricant like crazy. I always have to switch to Basic Oil Processing for heavy oil until I scale-out significantly, on my last run I was not getting enough heavy oil by far and I was also ...
- Tue Jul 23, 2019 1:09 pm
- Forum: Outdated/Not implemented
- Topic: Water tiles: add a flag that tile can or cannot be landfilled
- Replies: 5
- Views: 2754
Re: Water tiles: add a flag that tile can or cannot be landfilled
Ah, nodding required. Okay, I though it can be done from.editor vanila style.
- Tue Jul 23, 2019 12:08 pm
- Forum: Outdated/Not implemented
- Topic: Water tiles: add a flag that tile can or cannot be landfilled
- Replies: 5
- Views: 2754
Re: Water tiles: add a flag that tile can or cannot be landfilled
I did not find how to do it then or I'm confused by the editor. Help?
- Tue Jul 23, 2019 11:18 am
- Forum: Outdated/Not implemented
- Topic: Water tiles: add a flag that tile can or cannot be landfilled
- Replies: 5
- Views: 2754
Water tiles: add a flag that tile can or cannot be landfilled
Came out of this: https://forums.factorio.com/viewtopic.php?f=23&t=73570 Since it is not a bug, but intentional, I propose to actually make it a thing so in the editor when crafting maps we are able to make any water tile fillable or non-fillable. Since shallow water tiles already have a non-fil...
- Tue Jul 23, 2019 11:06 am
- Forum: Not a bug
- Topic: [0.17.58] Unable to landfill shallow water tiles
- Replies: 3
- Views: 1711
Re: [0.17.58] Unable to landfill shallow water tiles
Understood. Follow up question then - can, maybe, a fillable type of tile be added? Same graphics, just an additional landfillable type? Using a mix of fillable and non-fillable tiles in the editor can give a lot of interesting options for creating maps :) Edit: Actually to think about it - this can...
- Tue Jul 23, 2019 11:01 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
Let's get back to what actually matters in Factorio - numbers, ratios and efficiency (all kinds)! :) I get that you're being semi-facetious here, and I feel the same way but... not really ? Taking all that into account, it is still performance and time-wise easier to deal with a basic recipe than s...
- Tue Jul 23, 2019 10:51 am
- Forum: Not a bug
- Topic: [0.17.58] Unable to landfill shallow water tiles
- Replies: 3
- Views: 1711
[0.17.58] Unable to landfill shallow water tiles
Probably been there since the introduction of the tiles, just nobody had messed with them yet to the level and scale I did yesterday :) Had a hand-crafted map (basically replaced all the water tiles with shallow water for gameplay reasons on Gridlock) and during the game found out that you actually ...
- Tue Jul 23, 2019 10:24 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
Let's get back to what actually matters in Factorio - numbers, ratios and efficiency (all kinds)! :) So, I did some math and had discussions in my circle with other experienced players I know (which is not a small amount) and here's the conclusion - we are in agreement that it is going to be more ef...
- Sun Jul 21, 2019 8:12 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
On a second thought, what I like most about the oil changed has been pointed out by the 5th horseman here I have NEVER been able to remember which of the refineries both inputs I had to "reserve" during basic oil processing use for water with advanced oil processing use. Each and every ti...
- Sat Jul 20, 2019 11:54 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
I talked to my peers about this change, trying to see it from different angles and honestly for me, as an advanced player and into mega base stuff (as many of my peers are too from multiple communities), you just gave a UPS blessing. Back of the napking on the fly math in my head just says: I do no...
- Sat Jul 20, 2019 11:29 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 236972
Re: Friday Facts #304 - Small bugs; Big changes
I talked to my peers about this change, trying to see it from different angles and honestly for me, as an advanced player and into mega base stuff (as many of my peers are too from multiple communities), you just gave a UPS blessing. Back of the napking on the fly math in my head just says: I do not...
- Fri Jul 19, 2019 11:31 am
- Forum: 1 / 0 magic
- Topic: [0.16.51] Server with custom port sets different port than specified
- Replies: 18
- Views: 10746
Re: [0.16.51] Server with custom port sets different port than specified
Also maybe check that game is connectable from the ping-pong server and fail loudly if the port is actually not reachable? It sucks to have users report after 2-3 hours that they can't enter a server and 80% just thought "oh well, I'm gonna go elsewhere". But it is reachable. The ping-pon...
- Fri Jul 19, 2019 10:42 am
- Forum: 1 / 0 magic
- Topic: [0.16.51] Server with custom port sets different port than specified
- Replies: 18
- Views: 10746
Re: [0.16.51] Server with custom port sets different port than specified
We think we did identify why this might be happening - it is possible that Docker needs some stern configuration directives that do not allow it to have a mind of it's own. So far we do not know if that is even possible, but it also does not make it easy because it is random. The failure rate is bet...