Search found 27 matches
- Sun Oct 06, 2019 9:00 am
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 35102
Re: Friday Facts #315 - New test servers
RAM performance is affected by AMD Infinity Fabric clock. Basically if it's not on the same "tick" level (I think /4) the Infinity Fabric needs to overclock and slows down the whole CPU/RAM etc. as it needs to find the middle ground for both. More info here and in other sources (google the...
- Fri May 10, 2019 6:33 pm
- Forum: Not a bug
- Topic: [0.17.37] Modded / non standard entities are not available in upgrade planner
- Replies: 4
- Views: 1733
Re: [0.17.37] Modded / non standard entities are not available in upgrade planner
OK figured it out and it works. Thanks for the info.
- Fri May 10, 2019 5:56 pm
- Forum: Not a bug
- Topic: [0.17.37] Modded / non standard entities are not available in upgrade planner
- Replies: 4
- Views: 1733
Re: [0.17.37] Modded / non standard entities are not available in upgrade planner
Any way I can fix this as I don't quite understand an example would be great I can deal with the rest.
- Thu May 09, 2019 5:45 pm
- Forum: Not a bug
- Topic: [0.17.37] Modded / non standard entities are not available in upgrade planner
- Replies: 4
- Views: 1733
[0.17.37] Modded / non standard entities are not available in upgrade planner
When using upgrade planner it is not possible to upgrade from entity that normally does not have a second tier level. In case of Alien Loot Economy Mod https://mods.factorio.com/mod/alien-module it's solar panels. For simplicity sake I would like to upgrade all my existing standard solar panels to a...
- Thu Apr 11, 2019 1:27 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
- Replies: 13
- Views: 16987
- Fri Apr 05, 2019 7:25 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 63834
Re: Friday Facts #289 - Character GUI
Please add an Armor tab - that one is missing and will make moving personal items easier. Overall great changes especially infinite logistic slots. I would still love to see the logistic groups/presets (eg. for building trains I need 1000 rails but not when I am expanding the base. Or add armors up ...
- Fri Mar 29, 2019 6:45 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 40945
Re: Version 0.17.23
Alien economy mod, and it breaks on startup.
- Wed Feb 27, 2019 9:10 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.0] Graphics messed up
- Replies: 10
- Views: 4936
Re: [posila] [0.17.0] Graphics messed up
Can you please document that somewhere - like a troubleshooting Factorio wiki page /(with screenshots to see what "bug" to expect) or something that will go into 1.0 when it releases - these are edge cases but fixable and quite frustrating for users experiencing them. This will help them (...
- Fri Jan 25, 2019 6:13 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 83722
Re: Friday Facts #279 - Train GUI & Modern Spitter
With train GUI we can see the cargo being filled up but we don't get the locomotive fuel supply status. This might help identify issues with missing fueling. Any plans to address that?
- Fri Jan 18, 2019 1:25 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 72513
Re: Friday Facts #278 - The new quickbar
Love the quick bar and pages concept, please do the same for Logistic Requests and Trash slots. It's gonna be a life saver!
- Wed Jan 16, 2019 9:44 am
- Forum: Outdated/Not implemented
- Topic: Allow setting recipies on factories before research
- Replies: 41
- Views: 16294
Allow blueprinting unresearched recepies in factories via option toggle
TL;DR Placing down the blueprint that has unresearched tech in the factory should show that tech with (obligatory) indication that it's not yet researched so you do not confuse the player. What ? Sorry I cannot provide the images at the moment. idea is simple - currently if the tech is not research...
- Wed Mar 28, 2018 7:44 am
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 25316
- Sun Mar 25, 2018 12:56 pm
- Forum: Not a bug
- Topic: [16.35] Blueprints get duplicated into inventory
- Replies: 4
- Views: 1835
Re: [16.35] Blueprints get duplicated into inventory
Would it be hard to implement a check for the duplicated blueprint in the inventory? This again enhances user experience. It's not really that is how it should work issue. It's about this is less annoying for the user approach.
- Sat Mar 24, 2018 8:05 pm
- Forum: Not a bug
- Topic: [16.35] Blueprints get duplicated into inventory
- Replies: 4
- Views: 1835
Re: [16.35] Blueprints get duplicated into inventory
And I was wondering how that worked... thanks.. one more thing that should go into tips and tricks...really. BTW. I understand the reuse principle but it's simply faster and easier to click B (as the position in BP GUI is remembered) than find the BP in inventory. Maybe this should be worked on as A...
- Sat Mar 24, 2018 5:39 pm
- Forum: Not a bug
- Topic: [16.35] Blueprints get duplicated into inventory
- Replies: 4
- Views: 1835
[16.35] Blueprints get duplicated into inventory
When selecting BP from BP book they get duplicated into inventory even if they already exist there. Expected: if a duplicate of a blueprint would be placed into inventory don't place it there. Reproduce Select BP from BP Book, Use it or discard it with Q Select same BP again Repeat. You will end up ...
- Fri Mar 23, 2018 7:11 am
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 8782
Re: [0.16.22] Inserters not picking up items from source
Couldn't inserters "look" for a distance to object and then decide if they can actually place an item there. Obviously, it's too far away and there is object nearer it that it can place items into.
- Wed Mar 21, 2018 12:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.31] Crash during replay of second tutorial level game
- Replies: 4
- Views: 3513
Re: [kovarex] [0.16.31] Crash during replay of second tutorial level game
That is a good idea. I remember I stuggled to get out of Rails / Advanced signaling tutorial. I just wasn't able to figure out how to signal the trains properly then. There are some simple rules for that as I found but sadly not from the tutorial. I am planning on writing down some of my thoughts ab...
- Tue Mar 20, 2018 9:17 am
- Forum: Duplicates
- Topic: [16.30] crashes when waking from sleep
- Replies: 1
- Views: 940
[16.30] crashes when waking from sleep
This will be a tricky one perhaps, every now and then Factorio crashes seemingly for no reason but only after it's woken up from sleep, sometimes it's when waking up very fast just after going to sleep, sometimes it's after few hours of sleep. Lately, it did not happen that often (maybe it was relat...
- Tue Mar 20, 2018 6:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.31] Crash when game is starting/loading/booting
- Replies: 6
- Views: 4473
Re: [0.16.31] Crash when game is starting/loading/booting
Was that a mod issue or Factorio issue? I assume we should revert to 0.16.30?
- Mon Mar 19, 2018 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.31] Crash when game is starting/loading/booting
- Replies: 6
- Views: 4473
Re: [0.16.31] Crash when game is starting/loading/booting
Sorry it's 100MB with all the mods. I'd need to delete the ones I am not using. I will try to find out which one is causing the issue tomorrow. I added two files requested.