Search found 504 matches
- Tue Sep 17, 2024 1:37 am
- Forum: General discussion
- Topic: Factorio v1.1 Life after v2.0 Release
- Replies: 2
- Views: 59
Re: Factorio v1.1 Life after v2.0 Release
To add on to Loewchen's answer, you can always download old releases through the factorio website at https://factorio.com/download/archive/ . You just need to be logged in with an account that owns the game. There's quite a few on there, and I believe always the last version of every major version. ...
- Wed Aug 21, 2024 4:37 am
- Forum: Ideas and Suggestions
- Topic: XDG Base Directory Spec is not followed on Linux
- Replies: 2
- Views: 218
- Sun Aug 11, 2024 5:12 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 62
- Views: 10588
Re: Friday Facts #423 - Research info tooltip & Online players GUI
Next step - multimonitor support, with the ability to pin remote views to separate game windows and put it on different screens. Or do the ultimate 300 IQ move: Buy a second PC and another copy of the game. Then join your own server. :mrgreen: If you are on linux you wont even need the second PC fo...
- Thu Aug 08, 2024 1:50 am
- Forum: Technical Help
- Topic: [1.1.09] Textures not loading
- Replies: 1
- Views: 221
Re: [1.1.09] Textures not loading
1.143 Graphics settings preset: high 1.143 Dedicated video memory size 2027 MB (detected from AMD Radeon R7 M265; VendorID: 0x1002; DeviceID: 0x6604) Those two lines are probably your problem - you've got graphics settings on high but only 2GB of VRAM, and K2SE has a LOT of new graphics that need t...
- Tue Jul 30, 2024 3:36 am
- Forum: Gameplay Help
- Topic: add an option to make the copy function not save a blueprint
- Replies: 5
- Views: 388
Re: add an option to make the copy function not save a blueprint
No it doesn't. If you copy something it only creates a temporary blueprint. You can hit the clear cursor button (default q) and it will disappear permanently. If you manually place it somewhere, it will become permanent.
- Sun Jul 28, 2024 6:30 pm
- Forum: Gameplay Help
- Topic: Is it possible without right click?
- Replies: 4
- Views: 409
Re: Is it possible without right click?
I'd prefer to do it without mods or cheats if possible. Thats the bottle neck that I'm running into is the lack of wood. Do you think the ship crashing at the start counts if it hits a tree? Kinda like when the car mines trees when you slam them. If so would it be possible to start with more wood o...
- Fri Jul 26, 2024 2:02 pm
- Forum: News
- Topic: Friday Facts #421 - Optimizations 2.0
- Replies: 109
- Views: 19248
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: 1025
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: 723
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: Ideas and Suggestions
- Topic: Please Make Science Packs Less Abstract
- Replies: 12
- Views: 2442
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: 240
- Sun Jun 02, 2024 4:02 pm
- Forum: Modding help
- Topic: Smoke and Particles for machines
- Replies: 3
- Views: 465
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: 1118
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: 10052
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: 413
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: 1623
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: 26368
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: 32596
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: 602
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: 1259
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...