Search found 14 matches
- Wed Mar 12, 2025 9:01 am
- Forum: Gameplay Help
- Topic: How to "stack balance" a belt?
- Replies: 1
- Views: 237
How to "stack balance" a belt?
Not sure if I missed this, but couldn't find the info on it. So, I have a 4wide belt that has a mixed number of stacked items. How do I "max stack" them all?
- Mon Jan 06, 2025 12:18 pm
- Forum: Gameplay Help
- Topic: Adaptive production
- Replies: 3
- Views: 663
Adaptive production
I've started upcycling of iron and copper plates. My setup includes a bunch of assemblers and a few recyclers. I've got two circular belt loops, one for plate input and one for produced items (pipe or copper cable). Recycled plates are fed back into plate loop, while legendary plates are extracted ...
- Wed Nov 06, 2024 2:09 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
Re: [Steam] Disc write error
Just a quick post mortem on the issue. It turned out to be an actual faulty cpu. I've had my ryzen 5950x for more than a year, but didn't really notice any specific issues, besides two:
- problems with steam game installs, pointing to decryption error
- sometimes open vpn connection failed, odd ...
- problems with steam game installs, pointing to decryption error
- sometimes open vpn connection failed, odd ...
- Wed Nov 06, 2024 1:17 pm
- Forum: General discussion
- Topic: Bi-Directional belt bus
- Replies: 1
- Views: 559
Bi-Directional belt bus
Has anyone played with this idea? So something like this for a "classic" 4way:
11-06-2024, 14-12-18.png
I played a couple of hours and the benefits are of course nice - you can inject anywhere in the bus into any line (fwd or back). Essentially a circular belt feels like a pipe :)
Downside is of ...
11-06-2024, 14-12-18.png
I played a couple of hours and the benefits are of course nice - you can inject anywhere in the bus into any line (fwd or back). Essentially a circular belt feels like a pipe :)
Downside is of ...
- Mon Jan 11, 2021 3:43 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
Re: [Steam] Disc write error
I made another test. uninstalled everything related to factorio, cleared download/temp. then set beta to none (basically 1.0) started downloading, few minutes later "factorio was successfully installed" :O
they I switch beta to 1.1.x, 120mb updates starts downloading, and at the end, drops the "disc ...
they I switch beta to 1.1.x, 120mb updates starts downloading, and at the end, drops the "disc ...
- Mon Jan 11, 2021 3:29 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
Re: [Steam] Disc write error
not really, but I think I saw "only" 3 different paths
- Mon Jan 11, 2021 2:18 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
Re: [Steam] Disc write error
tried, didnt helpLoewchen wrote: Mon Jan 11, 2021 1:51 pm Delete contents of Steam\SteamApps\downloading and Steam\SteamApps\temp manually.
- Mon Jan 11, 2021 12:33 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
Re: [Steam] Disc write error
yeah, like i said, i went through the list of what steam help suggests (clear cache, reinstall steam, try diff disc, etc..), but the result is same. I just installed a 30gb tomb raider without any issues, but a small factorio is giving me so much issues...
steam support is also no real help... "did ...
steam support is also no real help... "did ...
- Sun Jan 10, 2021 10:06 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
Re: [Steam] Disc write error
I only use windows stuff. I tried disabling it, same result.
- Sun Jan 10, 2021 9:21 pm
- Forum: Technical Help
- Topic: [Steam] Disc write error
- Replies: 10
- Views: 3180
[Steam] Disc write error
Hi, I'm having a weird issue. If I select latest experimental version (currently 1.1.8) steam tries to update game, but fails with Disc write error. 1.1.6 installs fine, other games also install fine. I tried installing it on other drives, folders, nothing helps. I tried everything from steam ...
- Thu Apr 23, 2020 8:17 pm
- Forum: Implemented Suggestions
- Topic: Synchronize mods for local saves games also
- Replies: 5
- Views: 2136
Re: Synchronize mods for local saves games also
well, that was easy..
thanks
thanks

- Thu Apr 23, 2020 7:49 am
- Forum: Implemented Suggestions
- Topic: Synchronize mods for local saves games also
- Replies: 5
- Views: 2136
Synchronize mods for local saves games also
TL;DR
Like the implies, synchronize mods for local saves games also.
What ?
Save game should track which mods are being used in that game and if there is a mismatch with the currently active mods with the ones in the game, an (optional?) prompt should be given to the user, if he/she wants to ...
Like the implies, synchronize mods for local saves games also.
What ?
Save game should track which mods are being used in that game and if there is a mismatch with the currently active mods with the ones in the game, an (optional?) prompt should be given to the user, if he/she wants to ...
- Wed Dec 25, 2019 8:30 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 24324
Re: Friday Facts #326 - Particle emitter & Data cache
Seriously, though, how hard is it to create a function "create_particle_line"? I can write code right now:
it's not... but particle emission is not that simple
let's say that you have a simple forward moving emitter:
- with velocity of 1.0 units per second
- emitter emission rate is 1.7 ...
- Fri Dec 20, 2019 7:16 pm
- Forum: News
- Topic: Friday Facts #326 - Particle emitter & Data cache
- Replies: 42
- Views: 24324
Re: Friday Facts #326 - Particle emitter & Data cache
Regarding the particles offscreen:
what I do, is drop the update rate on offscreen particle systems. At the moment, the drop is fixed (1/10th of update rate), but one could easily make an adaptive solution to save even more updates (drop update more as systems are further away). The trick is that ...
what I do, is drop the update rate on offscreen particle systems. At the moment, the drop is fixed (1/10th of update rate), but one could easily make an adaptive solution to save even more updates (drop update more as systems are further away). The trick is that ...