Alright, thanks. I'll keep an I on the GPU, maybe I can find a hardware issue.
But till now I didn't find anything in the device manager or the windows event log's. There isn't even a fault message or anything for the disabled monitor.
Search found 61 matches
- Sun Aug 04, 2024 5:01 am
- Forum: Technical Help
- Topic: [1.1.109] Screen flickering till complete Freeze (Not V-Sync)
- Replies: 4
- Views: 945
- Wed Jul 31, 2024 8:55 pm
- Forum: Technical Help
- Topic: [1.1.109] Screen flickering till complete Freeze (Not V-Sync)
- Replies: 4
- Views: 945
Re: [1.1.109] Screen flickering till complete Freeze (Not V-Sync)
Yeah, I did that already.
I don't think it's a hardware issue, cause I don't have this kind of issue with any other game, like Cyberpunk and so on.
I also forced it to use the internal Intel graphics card instead of the Nvidia card, but got the exact same result.
How I mentioned at the edit I ...
I don't think it's a hardware issue, cause I don't have this kind of issue with any other game, like Cyberpunk and so on.
I also forced it to use the internal Intel graphics card instead of the Nvidia card, but got the exact same result.
How I mentioned at the edit I ...
- Sat Jul 20, 2024 6:42 pm
- Forum: Technical Help
- Topic: [1.1.109] Screen flickering till complete Freeze (Not V-Sync)
- Replies: 4
- Views: 945
[1.1.109] Screen flickering till complete Freeze (Not V-Sync)
Hi everyone,
After a longer time I came back to factorio again with a newer laptop.
While playing, my screen sometimes shows falsly rendered frames, like at the old TVs with the stripes.
That goes on for some time till, after around 20 minutes The game freezes and gets stuck with one of those ...
After a longer time I came back to factorio again with a newer laptop.
While playing, my screen sometimes shows falsly rendered frames, like at the old TVs with the stripes.
That goes on for some time till, after around 20 minutes The game freezes and gets stuck with one of those ...
- Mon Feb 08, 2021 12:55 pm
- Forum: Won't implement
- Topic: Adding defines.relative_gui_type.choose_elem_gui
- Replies: 2
- Views: 1691
Re: Adding defines.relative_gui_type.choose_elem_gui
Ok. I hoped that they would be handled like a normal GUI.
But thank you very much anyways.
But thank you very much anyways.
- Sat Feb 06, 2021 6:26 pm
- Forum: Modding discussion
- Topic: How much should a network controlled entity can on it's own?
- Replies: 2
- Views: 1589
Re: How much should a network controlled entity can on it's own?
I didn't considered this yet. So thank you for the hint.AmericanPatriot wrote: Sat Feb 06, 2021 1:44 am Have you considered adding an option to switch between the GUI vs combinator logic?
I think I will add an Option for this.
- Fri Feb 05, 2021 5:25 pm
- Forum: Won't implement
- Topic: Adding defines.relative_gui_type.choose_elem_gui
- Replies: 2
- Views: 1691
Adding defines.relative_gui_type.choose_elem_gui
Hello dear developers,
I tried for my mod to set up a similar GUI, like the Base-GUI for the circuit logic.
For this I also tried to set up the second condition, where you can choose a constant number.
There it seems, that the "Or set a constant" window a separate GUI element is, that is attached ...
I tried for my mod to set up a similar GUI, like the Base-GUI for the circuit logic.
For this I also tried to set up the second condition, where you can choose a constant number.
There it seems, that the "Or set a constant" window a separate GUI element is, that is attached ...
- Fri Feb 05, 2021 8:19 am
- Forum: Modding discussion
- Topic: How much should a network controlled entity can on it's own?
- Replies: 2
- Views: 1589
How much should a network controlled entity can on it's own?
Hi everyone,
I am setting up the GUI for my mod, so that you could control the belt-speed with a circuit-network. At the moment it looks like this:
Screenshot 2021-02-05 091424.png
The belts slow every 60 ticks down or speeds up every 60 ticks, the condition is true. Is that too much ...
I am setting up the GUI for my mod, so that you could control the belt-speed with a circuit-network. At the moment it looks like this:
Screenshot 2021-02-05 091424.png
The belts slow every 60 ticks down or speeds up every 60 ticks, the condition is true. Is that too much ...
- Fri Feb 05, 2021 5:31 am
- Forum: Modding help
- Topic: Detect un-research in editor
- Replies: 6
- Views: 1955
Re: Detect un-research in editor
They added on_research_reversed
viewtopic.php?f=3&t=95683

- Wed Feb 03, 2021 7:32 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 8252
Re: ss_Baum's questions, now:Add circuit network condition
Is there a way to add a circuit network condition ore do I have to do this with an own gui and control-script?
- Wed Feb 03, 2021 12:58 pm
- Forum: Modding interface requests
- Topic: Allow other wires to behave like copper-cable
- Replies: 4
- Views: 1732
Re: Allow other wires to behave like copper-cable
Did you set the connection points before trying it?
Just an idea.
Just an idea.
- Wed Feb 03, 2021 11:24 am
- Forum: Modding interface requests
- Topic: Allow other wires to behave like copper-cable
- Replies: 4
- Views: 1732
Re: Allow other wires to behave like copper-cable
https://wiki.factorio.com/Prototype/Item.
That has a wire-count. But I don't know what will happen, if you set this to one.
That has a wire-count. But I don't know what will happen, if you set this to one.
- Tue Feb 02, 2021 8:51 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 8252
Re: ss_Baum's questions, now:Can I set the item in the player hand?
Thank you very much, i forgot to show there.Xorimuth wrote: Tue Feb 02, 2021 8:48 pm PS You may find it useful to join the discord server and ask in #mod-making. Lots of helpful people there and you may find that you get quicker answers with easier back-and-forth!

- Tue Feb 02, 2021 8:42 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 8252
Re: ss_Baum's questions, now:Can I set the item in the player hand?
Can I set the item in the player hand?
Is there in the control.lua a way, to set the Item, the player has in the hand?
the cursor_stack is read only https://lua-api.factorio.com/latest/Lua ... rsor_stack
This would be nice, that the player can use the pipette
Is there in the control.lua a way, to set the Item, the player has in the hand?
the cursor_stack is read only https://lua-api.factorio.com/latest/Lua ... rsor_stack
This would be nice, that the player can use the pipette
- Mon Feb 01, 2021 4:21 pm
- Forum: Modding discussion
- Topic: Video of a PoC showing speed changing belts new video (2021.02.01)
- Replies: 19
- Views: 6351
Re: Video of a PoC showing speed changing belts new video (2021.02.01)
There are the new videos.
Showing speed edit:
https://streamable.com/0af9eq
showing the process of handling many belts (3,4k)
https://streamable.com/ahtw8s
Of course there is still much to do, I see I forgot to show the splitters and underground-belts.
To the Performance:
At the moment I ...
Showing speed edit:
https://streamable.com/0af9eq
showing the process of handling many belts (3,4k)
https://streamable.com/ahtw8s
Of course there is still much to do, I see I forgot to show the splitters and underground-belts.
To the Performance:
At the moment I ...
- Mon Feb 01, 2021 2:39 pm
- Forum: Modding discussion
- Topic: Video of a PoC showing speed changing belts new video (2021.02.01)
- Replies: 19
- Views: 6351
Re: Video of a PoC showing speed changing belts
This mod will bring in a complete new type of belt, it won't make all belt's editable in this way. So it shouldn't collide, but I will test it.
- Mon Feb 01, 2021 12:41 pm
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 8252
Re: ss_Baum's questions, now:Event code runtime
So that would mean, it makes no runtime difference when I do something in the on_tick event with an if_condition or fire an event, that run's the same code?PFQNiet wrote: Mon Feb 01, 2021 12:39 pm Yes, when an event is triggered, it happens immediately. Factorio is (mostly) single-threaded and everything happens in sequence.
- Mon Feb 01, 2021 7:28 am
- Forum: Modding discussion
- Topic: Video of a PoC showing speed changing belts new video (2021.02.01)
- Replies: 19
- Views: 6351
Re: Video of a PoC showing powered belts that slow down when underpowered
I want to give you a short update, how my mod Development goes.
Since opening this topic and showing the video, I implemented a few major new features.
You can now edit the Belt speed with a gui, before placing it
The energy-consumption depends on the speed (at the moment (items/sec)^2/100, but ...
Since opening this topic and showing the video, I implemented a few major new features.
You can now edit the Belt speed with a gui, before placing it
The energy-consumption depends on the speed (at the moment (items/sec)^2/100, but ...
- Mon Feb 01, 2021 5:19 am
- Forum: Modding help
- Topic: ss_Baum's questions, now:Add circuit network condition
- Replies: 33
- Views: 8252
Re: ss_Baum's questions, now:Event code runtime
Just a short, general question.
If I have an Event, tries Factorio to run the event code in the same tick the event is fired? Or are the ticks not relevant for running the event-code?
If I have an Event, tries Factorio to run the event code in the same tick the event is fired? Or are the ticks not relevant for running the event-code?
- Sun Jan 31, 2021 8:54 pm
- Forum: Modding discussion
- Topic: Please explain to me: Prototype/ItemWithEntityData
- Replies: 2
- Views: 1592
Re: Please explain to me: Prototype/ItemWithEntityData
So on the first look it seems to me, that this is what you search. But the problem could be, that you can only use the keys, represented on the wiki. At least I don't know, how to add some. I was told, that this isn't possible.
I store additional data also in a seperate table, using the position ...
I store additional data also in a seperate table, using the position ...
- Sun Jan 31, 2021 4:41 pm
- Forum: Modding interface requests
- Topic: Get Belts of belt Line
- Replies: 4
- Views: 1527
Re: Get Belts of belt Line
Sorry; I meant to say setting belt speeds runtime is *not* possible.
How you maybe saw in the vid, I decided to use create_entity to make it possible, At the moment I am creating the line-detection.
And that's the point where it would be nice, to get at least the positions of the belts in ...