Search found 498 matches
- Fri Jul 26, 2024 2:02 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 68
- Views: 6600
Re: Friday Facts #421 - Optimizations 2.0
It would be interesting to know, why don't process each planet in a separate thread/CPU core? Already been discussed multiple times in other threads. That only works if surfaces are truly independent, and they aren't. Linked belts/chests exist, and scripts can touch anything anywhere at any time, a...
- Thu Jun 27, 2024 1:28 am
- Forum: Gameplay Help
- Topic: How to reset achievements
- Replies: 11
- Views: 624
Re: How to reset achievements
If you really want to be able to get achievements on a new game without erasing your steam ones, you can download the standalone zip version from the site. It doesn't integrate with Steam so it won't get the list from there, and unless you edit the config it has it's own achievements.dat/achievement...
- Tue Jun 25, 2024 11:56 pm
- Forum: Ideas and Suggestions
- Topic: Mods should have better control over versions
- Replies: 9
- Views: 492
Re: Mods should have better control over versions
1. The version of a mod should be included in a save. When the game auto installs mods to load a save, it should install the correct versions. It is in the save already, you can see them and the version in the load dialog. factorio-load.PNG You can even tell Factorio to load the exact mod version b...
- Mon Jun 17, 2024 4:35 pm
- Forum: General discussion
- Topic: Please Make Science Packs Less Abstract
- Replies: 12
- Views: 1942
Re: Please Make Science Packs Less Abstract
Power works the way it does as an optimization. Entities never have to check the power network to perform their task, they work solely off their energy buffer. If it's full enough to cover the entire power cost, they work at 100% speed, their buffer is reduced, and then later on the power network ge...
- Sat Jun 15, 2024 12:24 am
- Forum: Modding interface requests
- Topic: Support turn_range for artillery type cannons
- Replies: 1
- Views: 180
- Sun Jun 02, 2024 4:02 pm
- Forum: Modding help
- Topic: Smoke and Particles for machines
- Replies: 3
- Views: 405
Re: Smoke and Particles for machines
The only things listed as using the smoke prototype by the docs are BurnerEnergySource::smoke FireFlamePrototype::smoke FluidEnergySource::smoke FluidStreamPrototype::smoke_sources GeneratorPrototype::smoke ParticleSourcePrototype::smoke ProjectilePrototype::smoke So unless you have one of those you...
- Sat May 11, 2024 2:57 pm
- Forum: Technical Help
- Topic: Excessive savefile load times
- Replies: 9
- Views: 911
Re: Excessive savefile load times
** -- I'm vaguely aware of some UPS issues with creative-mod, but I'm nervous to part with it, as I run a parallel creative-save for blueprinting and design-tinkering purposes, which is kind of a medium-sized deal for a multiplayer session being planned. I may end up disabling this mod for the mult...
- Sun May 05, 2024 4:03 pm
- Forum: Ideas and Suggestions
- Topic: integrating the "alt-mode" into the default graphics
- Replies: 39
- Views: 9509
Re: ALT (Additional Information mode)
Already suggested a few times:
viewtopic.php?f=6&t=86464&p=501268
viewtopic.php?f=6&t=51331&p=401266
viewtopic.php?f=6&t=86464&p=501268
viewtopic.php?f=6&t=51331&p=401266
- Mon Apr 22, 2024 1:59 pm
- Forum: Bob's mods
- Topic: Is it possible to remove alien relics from the earth with a terminal command?
- Replies: 1
- Views: 321
Re: Is it possible to remove alien relics from the earth with a terminal command?
If you want to destroy all items on the ground - /c for _, item in pairs(game.player.surface.find_entities_filtered{name="item-on-ground"}) do item.destroy() end If you want to destroy only items on the ground that contain a specific item (like the alien relics): /c for _, item in pairs(ga...
- Sat Apr 06, 2024 5:52 pm
- Forum: Outdated/Not implemented
- Topic: Multithreading by surface
- Replies: 8
- Views: 1317
Re: Run large multi-surface maps across a local cluster.
Already suggested many times and can't be done since things can interact between surfaces - scripts can interact with anything anywhere at any time, and entities can have cross-surface connections.
Ref: viewtopic.php?f=71&t=111062
Ref: viewtopic.php?f=71&t=111062
- Fri Mar 22, 2024 11:50 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 23618
Re: Friday Facts #403 - Train stops 2.0
Was one of the annoyances you found, “train stop names” in blueprints are not included by default? If you copy a station and turn it into a blueprint, that saves the train stop names but taking a new blueprint doesn’t, this is inconsistent and very annoying It'd be nice if blueprints always saved s...
- Sat Mar 16, 2024 4:31 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 29674
Re: Friday Facts #402 - Lightspeed circuits
The final changes to make everything function correctly took about 1 hour to write, and worked correctly the first try. That's not supposed to happen and left me with doubts. There's nothing scarier than code that works the first try, for the simple fact it's much less likely that you wrote it perf...
- Sun Mar 03, 2024 4:06 am
- Forum: Modding help
- Topic: Creating Player Only Equipment
- Replies: 5
- Views: 500
Re: Creating Player Only Equipment
Equipment placement is based on the categories of the equipment and the grid - if any category is shared between them, it can fit. So basically you'd want to make a new category just for your equipment, then find all the equipment grid prototypes used in people armor and add that category to it. Sin...
- Sat Feb 24, 2024 5:41 pm
- Forum: Not a bug
- Topic: [1.1.104] No victory screen after first Rocket Launch
- Replies: 9
- Views: 1045
Re: [1.1.104] No victory screen after first Rocket Launch
I'm surprised that if a mod was loaded for this save that achievements are still working for me. Game only checks if mods are currently loaded when deciding to use the modded list, only console commands check for a flag thats permanently set. It's simpler. I've attached a version of the save that s...
- Sun Jan 28, 2024 4:33 pm
- Forum: Gameplay Help
- Topic: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.
- Replies: 3
- Views: 744
Re: "Cannot connect systems with different fluids" when trying to manually place pipe. Bot can place pipe fine.
You've got heavy oil pipes from refineries feeding into your crude oil system. Probably from before you switched fluids.
They're off due to no heavy oil for the cracking but their fluid boxes are still connected.
Might be some others but those I found.
They're off due to no heavy oil for the cracking but their fluid boxes are still connected.
Might be some others but those I found.
- Sun Jan 14, 2024 5:05 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 55392
- Mon Nov 27, 2023 5:07 pm
- Forum: Ideas and Suggestions
- Topic: New Folder button in save/load game screen
- Replies: 1
- Views: 336
- Mon Nov 13, 2023 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Improvements
- Replies: 17
- Views: 1865
Re: Roboport Improvements
- In FFF #377; there was an announcement between the lines "We have increased the big electric pole range to 32 to go along with this." It would be very convenient to have a roboport supply range of 64x64 instead of 50x50 So each roboport can fully cover 4 chunks. They would also align pe...
- Sun Nov 05, 2023 1:12 am
- Forum: Duplicates
- Topic: [1.1.94] Missing inserter highlight when I hover over a tile receiving from it
- Replies: 1
- Views: 381
Re: [1.1.94] Missing inserter highlight when I hover over a tile receiving from it
Been reported before and is a won't fix due to performance implications: viewtopic.php?f=58&t=69475&p=423264&hil ... ht#p423264
- Sat Nov 04, 2023 1:09 am
- Forum: Technical Help
- Topic: Rolling back a game update removes all achievements
- Replies: 10
- Views: 1444
Re: Rolling back a game update removes all achievements
It was moved because it's not a bug. Previous versions can't load files from later versions, and that includes the achievement list. That is intended and that's how it's working.
If you want to run different versions, you can use the stand-alone zip version from the website.
If you want to run different versions, you can use the stand-alone zip version from the website.