Search found 158 matches
- Fri Mar 04, 2016 5:02 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 209949
Re: Friday Facts #128 - Back down to earth
I get what the aim is here with the 'Loader'; it allows a high throughput of items in/out of chests/wagons which may seem like a great idea. But honestly half the magic of Factorio is working with complex builds and designing things to be the 'most efficient' or balanced etc. As such I really think ...
- Sun Jan 17, 2016 10:13 am
- Forum: Show your Creations
- Topic: 8 lane T junction
- Replies: 24
- Views: 42668
- Mon Nov 23, 2015 1:04 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58786
Re: Combinator Contraptions
what version is this from? I recently bought the game (in the last week or two) and I've got a free play game where I've done all the research but I don't have access to a few items mentioned in the wiki such as the combinator's or the personal roboport I am guessing you are running on version 0.11...
- Tue Nov 17, 2015 12:33 am
- Forum: Combinator Creations
- Topic: Combinator Display Build
- Replies: 6
- Views: 19446
Combinator Display Build
I am releasing the build I made for the sign that was seen in the megabase by Colonelwill on Twitch and in the Break the Game Episode 143 which is a Factorio Youtube series done by RootNegative. I decided to build this for two reasons: I wanted to learn combinators. When I started this I had never u...
- Sat Nov 07, 2015 7:43 am
- Forum: News
- Topic: Friday Facts #111 - Long term plans
- Replies: 93
- Views: 65564
Re: Friday Facts #111 - Long term plans
I would like end game content more than graphical upgrades and somewhat silly little things. I think you're really missing the point here. A game development team consists of many members who take upon different tasks. For example you might have a few coders, sound engineer, graphical department an...
- Wed Nov 04, 2015 1:47 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 416
- Views: 252967
Re: Performance optimization - post your saves
I'm happy to send my save in - I'd rather not have it public at the moment since it's my stream save. Should I send a private message with a DL link to your inbox?
- Sat Oct 17, 2015 8:27 am
- Forum: Gameplay Help
- Topic: [Combinators] How to delay a signal?
- Replies: 5
- Views: 23008
Re: [Combinators] How to delay a signal?
Make a single clock that counts up to 60. This is done by connecting a constant combinator outputting a signal of one (I will call it "A" == 1) to the input of a decider. Then attach the output of the decider back to the input and set it to [When "A" < 60, output "A" (...
- Thu Oct 15, 2015 2:39 pm
- Forum: Gameplay Help
- Topic: [Combinators] How to delay a signal?
- Replies: 5
- Views: 23008
Re: [Combinators] How to delay a signal?
Use a simple clock that adds -1 to itself. When it reaches 3, a decider combinator sends the write signal. (Since there is a 3 combinator delay already built in) When it is less than 1, a decider combinator adds +1 to the clock. (Locking it at a floor of 0) Start the clock with +30 when you get the...
- Thu Oct 15, 2015 8:01 am
- Forum: Gameplay Help
- Topic: [Combinators] How to delay a signal?
- Replies: 5
- Views: 23008
[Combinators] How to delay a signal?
I am currently trying to use a read/write mechanism for my current build and need to implement a system in which a pulse is sent to 'read' then 30 ticks later the same pulse is sent to 'write'. Both of these signals are the same actual signal, just with different destinations, but I basically need t...
- Wed Oct 14, 2015 3:34 am
- Forum: Gameplay Help
- Topic: [Advanced combinators] Help needed for 'call-able' alphabet
- Replies: 3
- Views: 7228
Re: [Advanced combinators] Help needed for 'call-able' alphabet
No, you can't run more than one signal through a test bank in 1 tick. But you can run 200 tests in 200 ticks over a single wire. 0.3 FPS is acceptable for slowly changing output. How would I achieve this? I don't really care if there's a delay of 0.3 FPS in the change. Do I have to add a counter to...
- Wed Oct 14, 2015 2:41 am
- Forum: Gameplay Help
- Topic: [Advanced combinators] Help needed for 'call-able' alphabet
- Replies: 3
- Views: 7228
[Advanced combinators] Help needed for 'call-able' alphabet
I am hoping someone might be able to point me in the right direction in terms of creating a setup whereby I can make an alphabet for lamps that I can call on given an input signal. That makes no sense does it? Let me try to explain: I have a row of grids of lamps that are in a 5x7 shape with the int...
- Thu Oct 08, 2015 8:51 am
- Forum: Ideas and Suggestions
- Topic: Connect power to lamps through wiring
- Replies: 10
- Views: 11422
Connect power to lamps through wiring
This is a simple and (hopefully) easy to implement feature that I believe should be in the base game. The ability to connect power to lamps through wiring. Why would this be needed? Let's take a look at the recently featured Dancing Girl build that was in the Friday Facts #103 . Really cool build an...
- Thu Oct 08, 2015 3:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] [kovarex] Combinator Interface Autosave Bug
- Replies: 1
- Views: 4475
[0.12.10] [kovarex] Combinator Interface Autosave Bug
This is just a minor bug, but I thought it worthy of reporting anyway: If you have the interface open for a constant combinator (and possibly other types) and the game starts autosaving - it is still possible to add in signals to the combinator. However these do not 'save', so if you then reopen the...
- Fri Aug 07, 2015 8:58 am
- Forum: Gameplay Help
- Topic: Four wide belt mixer
- Replies: 6
- Views: 8803
Re: Four wide belt mixer
If you want something a bit more compact you could go with this:
I'm not an expert on belt mechanics, so check it for compression etc!
I'm not an expert on belt mechanics, so check it for compression etc!
- Fri Jul 31, 2015 7:17 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 40969
Re: Friday Facts #97 - Greenlight preparations
Regarding the Steam release and a few things in the game - obviously you want to polish some things off (eg. the previously mentioned menu's etc) as this will overall help to present Factorio in the best possible way on Steam which is of course the idea. With this in mind might we see some changes t...
- Fri Jul 31, 2015 5:18 am
- Forum: 1 / 0 magic
- Topic: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
- Replies: 17
- Views: 17694
Re: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
I replied to posila in PM but thought I might add it here for other peoples interest: The issue has actually been resolved as of 0.12.1 - I have no idea what fixed it I am afraid, I now get 60/60 FPS/UPS in my very large world. I have however just loaded a fresh world in 0.12.0 and the FPS/UPS was s...
- Sun Jul 19, 2015 12:39 pm
- Forum: 1 / 0 magic
- Topic: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
- Replies: 17
- Views: 17694
Re: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
Max threads at 8 already and Factorio is the focused application also. The reason I believe it to be a bug and not hardware or technical related is because it caps at exactly 40FPS/UPS - like the game is limiting it to that; not that something is slowing my hardware. Adding to this the game runs at ...
- Sun Jul 19, 2015 11:45 am
- Forum: 1 / 0 magic
- Topic: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
- Replies: 17
- Views: 17694
Re: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
Hardware: Core i7 2600K @ 3.4Ghz 24GB DDR3 RAM Windows 7 Ultimate 250gb SSD + 4TB (2x2TB HDD) - Note factorio runs off the SSD Palit NVidia GTX770 4GB Gigabyte G1 Sniper M3 Motherboard The main screen runs off a Dual-Link DVI-D straight from the GFX card, the second screen also runs off the same car...
- Sun Jul 19, 2015 11:08 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [kovarex] [latency-hiding] Using Repair packs whle moving
- Replies: 3
- Views: 1393
Re: [0.12.0] Using Repair packs whle moving
Repair packs can only be used whilst stationary, so if you are trying to repair something that is moving (a slow train for example) basically what is happening is; Character stop > Repair > Out of range > Character Move > Character Stop > Repair .... and so on. Since this is all done so quick it app...
- Sun Jul 19, 2015 10:43 am
- Forum: 1 / 0 magic
- Topic: [0.12.0] FPS/UPS Capping at 40 periodically - dual screen
- Replies: 17
- Views: 17694
[0.12.0] FPS/UPS Capping at 40 periodically - dual screen
I run Factorio on my main screen and use a second screen for web browsing etc. on the side. I am noticing that my FPS/UPS max randomly switches between 40 <--> 60 whenever I have this second screen plugged in, but stays at a constant 60/60 without the second screen. This occurs regardless of whether...