Search found 23 matches
- Mon Jun 10, 2024 8:21 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 80934
Re: Friday Facts #414 - Spoils of Agriculture
We do need some cooling entity onboard our ships to keep the stuff fresh!
- Sun Nov 15, 2020 4:05 pm
- Forum: Technical Help
- Topic: Linux trying to install factorio to /usr/games
- Replies: 1
- Views: 1218
Re: Linux trying to install factorio to /usr/games
I think, a problem could be the setuid bit itself. It prohibits factorio from accessing ~/.factorio folder. User games has no home-directory.
So, factorio just have to be able to start without writing in it's binary-folders and have to store all user related data (including log-in) and plugins in ...
So, factorio just have to be able to start without writing in it's binary-folders and have to store all user related data (including log-in) and plugins in ...
- Sun Nov 15, 2020 3:52 pm
- Forum: Technical Help
- Topic: Linux trying to install factorio to /usr/games
- Replies: 1
- Views: 1218
Linux trying to install factorio to /usr/games
Hey ho!
I would like to install factorio into the designated folder /usr/games
Problem is, factorio won't start if it's inside that folder, because it cannot create the .lock file (no write permissions for my user-account).
First of all, normal user doesn't have write permissions to /usr/games ...
I would like to install factorio into the designated folder /usr/games
Problem is, factorio won't start if it's inside that folder, because it cannot create the .lock file (no write permissions for my user-account).
First of all, normal user doesn't have write permissions to /usr/games ...
- Thu Aug 06, 2020 3:50 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 606
- Views: 350424
Re: Thank you (Make the dev-team happy today!)
I'm at about 500h and I really really love this game. There is no "right" way to do most things, u can just do them.
Cliffs on or off, peaceful or not. It does not feel like cheating even if u turn EVERYTHING to easy, there are still challenges.
And now, after years and years of factorio exists ...
Cliffs on or off, peaceful or not. It does not feel like cheating even if u turn EVERYTHING to easy, there are still challenges.
And now, after years and years of factorio exists ...
- Tue Aug 04, 2020 2:57 pm
- Forum: General discussion
- Topic: A critique of Factorio’s power generation systems
- Replies: 44
- Views: 16866
Re: A critique of Factorio’s power generation systems
I think, the OP has gone over solar way too fast.
Solar is easy in small dimensions.
Did u ever try to power your factory only with solar?
If u want to achieve this in a reasonable period of time, u have to do a lot of logistics work. I normally add extra production lines incl. Railway station ...
Solar is easy in small dimensions.
Did u ever try to power your factory only with solar?
If u want to achieve this in a reasonable period of time, u have to do a lot of logistics work. I normally add extra production lines incl. Railway station ...
- Fri Jun 12, 2020 1:51 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 88829
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Can this emptying pipes be automated, e.g. by circuit / mod? Even if that don't apply to fluid tanks, you can even empty a long pipe next to the tank several times.
Advanced oil processing...
Basic oil processing produces just alkangsas...
At this point it should be allowed to ask, why the unused ...
Advanced oil processing...
Basic oil processing produces just alkangsas...
At this point it should be allowed to ask, why the unused ...
- Sun May 31, 2020 8:47 am
- Forum: Implemented Suggestions
- Topic: Add functionality to limit the number of incoming trains per station.
- Replies: 52
- Views: 78904
Re: Add functionality to limit the number of incoming trains per station.
Or you can use HTN. "Haphollas Train Network".
It works in Vanilla just with circuit networks. But has the sam eproblems than LTN. Maybe too complex.
It works in Vanilla just with circuit networks. But has the sam eproblems than LTN. Maybe too complex.
- Tue May 26, 2020 3:27 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 64767
Re: Friday Facts #348 - The final GUI update
Mk1 Personal Battery
Mk2 Personal Battery
???
"raw" Battery???
Battery for electric network
- Mon Apr 27, 2020 7:04 pm
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 30095
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Sometimes people are just wrong on the internet. Don't worry, it happens. :lol:
Speedrunning is a very well established community and they have a good set of rules that apply well across games. Most issues between the rule sets are simply resolved by creating categories. For example, what's the ...
- Mon Apr 27, 2020 9:12 am
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 30095
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
I kind of don't understand what are you saying. Can you please define precisely rules for when the timer starts and when it stops in your ideal Factorio speedrunning rules?
Almost like described there. But I wouldn't allow to use/prepare a map seed. U can disable biters, cliffs und put all ...
- Mon Apr 27, 2020 7:46 am
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 30095
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Yeah, that run is according the speedrun-rules. But, just in my opinion, these rulez aren't apllicable or doesn't make sense for all (types of) games.
So, in my Opinion, that run was a speedrun. But it wasn't real factorio. Nice planning and programming, very speedy. But even not factorio, because ...
So, in my Opinion, that run was a speedrun. But it wasn't real factorio. Nice planning and programming, very speedy. But even not factorio, because ...
- Mon Apr 27, 2020 7:11 am
- Forum: News
- Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
- Replies: 59
- Views: 30095
Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
In my opinion, your Speedrun isn't valid to call it a factorio speedrun. It's OK, to prepare builds/blueprints in your mind and tailor them to the map. It is OK to select mapseeds just before u stat the game.
But preplaning a dedicated map, disabling biters, put timers on everything and so on ...
But preplaning a dedicated map, disabling biters, put timers on everything and so on ...
- Fri Feb 28, 2020 1:00 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 25195
Re: Friday Facts #336 - Offshore pump redesign
The pump really looks great. I think, the pump should be powered by coal as a burner pump.
With fluid handling, you'll get the electric version.
All pumps shall be useable for everything, incl. offshore. The burner one just needs fuel and shall be less effective and less pump power.
The electric ...
With fluid handling, you'll get the electric version.
All pumps shall be useable for everything, incl. offshore. The burner one just needs fuel and shall be less effective and less pump power.
The electric ...
- Sat Feb 01, 2020 8:25 am
- Forum: Technical Help
- Topic: [0.18.3] Coal-Patches almost invisible
- Replies: 3
- Views: 1551
Re: [0.18.3] Coal-Patches almost invisible
I Will add some photos from smartphone today eveneing or tomorrow. It is not really visible on the screenshots. Sry
- Sat Feb 01, 2020 7:44 am
- Forum: Technical Help
- Topic: [0.18.3] Coal-Patches almost invisible
- Replies: 3
- Views: 1551
Re: [0.18.3] Coal-Patches almost invisible
Does not depends on desktop-skaling.
It seems to me that this is some kind of interference.
It seems to me that this is some kind of interference.
- Sat Feb 01, 2020 7:33 am
- Forum: Technical Help
- Topic: [0.18.3] Coal-Patches almost invisible
- Replies: 3
- Views: 1551
[0.18.3] Coal-Patches almost invisible
Environment:
4k Display, new installed the "installer"-Version on an win10 machine.
Expected:
Coal patches in the minimap are black.
Observation:
Coal Patches at the and the Map-View are some brown, almost like stone patches and difficult to see. In Map View it depends on soom level.
What to ...
4k Display, new installed the "installer"-Version on an win10 machine.
Expected:
Coal patches in the minimap are black.
Observation:
Coal Patches at the and the Map-View are some brown, almost like stone patches and difficult to see. In Map View it depends on soom level.
What to ...
- Wed Jan 22, 2020 2:25 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 84504
Re: Version 0.18.0
I have the assumption, that the minimal requirements for the GPU increased, am I right. My notebook has enough UPS but FPS are dripping now if I have smoke activated and zoom out.
- Fri Jan 17, 2020 3:22 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 40381
Re: Friday Facts #329 - Campaign reassessment
To Campaign:
May u should use a combination of both strategies. At the and of each level, you could calculate a likehood of mastering the next level (e.g. by production values of assembling machines, energy level, ore production, number of defences, time to complete the level and so on) and ask the ...
May u should use a combination of both strategies. At the and of each level, you could calculate a likehood of mastering the next level (e.g. by production values of assembling machines, energy level, ore production, number of defences, time to complete the level and so on) and ask the ...
- Fri Jan 17, 2020 2:50 pm
- Forum: Wiki Talk
- Topic: Request: Clarify the formulas on Page Locomotive
- Replies: 1
- Views: 1830
Request: Clarify the formulas on Page Locomotive
train_speed = max(0, abs(train_speed) - train_friction_force ÷ train_weight)
train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)
train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))
From ...
train_speed = train_speed + (10 × number_of_locomotives_in_moving_direction × fuel_acceleration_bonus ÷ train_weight)
train_speed = train_speed × (1 - air_resistance_of_front_rolling_stock ÷ (train_weight ÷ 1000))
From ...
- Sat Dec 21, 2019 7:56 am
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 23432
Re: Friday Facts #326 - Particle emitter & Data cache
How about define particels as a function f(t)?
The emitter has just to define all initial values as angle, and velocity, rest ist function of time und u can calculate the partical at every point of time. No problems with visibility area.
The emitter has just to define all initial values as angle, and velocity, rest ist function of time und u can calculate the partical at every point of time. No problems with visibility area.