Search found 22 matches
- Fri Aug 25, 2023 11:16 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 69342
Re: Friday Facts #373 - Factorio: Space Age
1 year from now + FFFs every week, that's ~50 future FFFs about Factorio 2.0, correct? Is it not too much?
- Thu Jul 14, 2022 6:22 pm
- Forum: General discussion
- Topic: We need to talk about this, this pricing is absolutely ridiculous
- Replies: 15
- Views: 9866
We need to talk about this, this pricing is absolutely ridiculous
Ok I was made aware of this in the steam forums Apparently, Factorio is currently priced in Russia at 10000 Rubles. I didn't believe this at first and went to steam.db - and sure, the price is exactly this(https://steamdb.info/app/427520/). This is more than €170,00 by the way. I thought for a secon...
- Sat Feb 19, 2022 4:34 pm
- Forum: Technical Help
- Topic: [1.1.53] Game "Eats" Scroll Wheel?
- Replies: 1
- Views: 619
Re: [1.1.53] Game "Eats" Scroll Wheel?
something wrong with your drivers, most likely since you have 2 systems you can compare and find similarities. Under suspicion is any software that filters mouse input(gaming mice usually are shipped with something like that). Even if exact device models are different, the drivers/software from the ...
- Mon Feb 07, 2022 2:51 pm
- Forum: Not a bug
- Topic: Lua/factorio generate somewhat misleading error messages
- Replies: 2
- Views: 936
Re: Lua/factorio generate somewhat misleading error messages
I understand your point, but i want to suggest a counter-argument. I think the question to ask is, to whom is this error message addressed? Is it a. factorio developers b. mod developers/normal users. If it's primarily a., you may disregard this post. However I argue that it's b., and as such it sho...
- Mon Feb 07, 2022 11:55 am
- Forum: Not a bug
- Topic: Lua/factorio generate somewhat misleading error messages
- Replies: 2
- Views: 936
Lua/factorio generate somewhat misleading error messages
As an example, https://i.imgur.com/diQeKTh.png "value must be a string in property tree at ... localised_description[0]". Except that there is no localised_description[0]. Arrays in Lua start with elements at index 1, and go up from there. Suggestion: increment array indices by 1 when gene...
- Thu Feb 03, 2022 4:56 pm
- Forum: Gameplay Help
- Topic: run a command every X
- Replies: 12
- Views: 4889
Re: run a command every X
Is this a good use for on_nth_tick? i guess, this is a thread from 2016 right now there are ways to solve OPs problem without console commands: map view has filters that can be toggled on/off(to not display pollution). map gen settings can be changed to disable pollution on the map with /editor, ma...
- Thu Sep 09, 2021 4:08 pm
- Forum: Technical Help
- Topic: mods are not installed
- Replies: 8
- Views: 2620
Re: mods are not installed
I checked - the authorization went through without problems. I am confused by the fact that the game keeps its files on the "C" drive, and not in "D", as written in local files - is this normal? Проверил - авторизация прошла без проблем. Меня смущает тот факт, что игра держит св...
- Mon Aug 23, 2021 3:04 pm
- Forum: Technical Help
- Topic: Performace issues on High-End PC
- Replies: 12
- Views: 4352
Re: Performace issues on High-End PC
What's the issue here? CPU utilization not hitting 100%? It will never get there, and it's silly to expect otherwise(https://en.wikipedia.org/wiki/Amdahl%27s_law). The fact that you have 25% is already impressive for a 6 core CPU, it basically using all it can get. Low GPU utilization? Son, this is ...
- Sun Jul 18, 2021 7:11 pm
- Forum: Not a bug
- Topic: [1.1.36] Shift-left-click drag from capacity-limited crate over power pole detaches wires
- Replies: 2
- Views: 969
Re: [1.1.36] Shift-left-click drag from capacity-limited crate over power pole detaches wires
Not a bug - it's a feature. Hitting shift+left click on a power pole detaches all power cables from it. This is intentional. Why? 1. You might want to route power lines yourself, which you can do with copper cables. Typical use case: you have some subnetwork that you regulate with a power switch and...
- Sun Jul 18, 2021 8:32 am
- Forum: Technical Help
- Topic: Installing downloaded mods ??
- Replies: 20
- Views: 5044
Re: Installing downloaded mods ??
I don't know if you are being serious or not, but why would the folder be hidden ?? I don't know if you are being serious or not, but these folders are hidden both on Windows and Linux, and most likely on Mac as well. Directories with program data and settings are usually hidden so that users don't...
- Mon Jul 05, 2021 12:28 pm
- Forum: Technical Help
- Topic: The saved game does not load
- Replies: 2
- Views: 933
Re: The saved game does not load
выглядит как испорченный save файл, попробуй загрузить автосейв(он у тебя следующий в списке)
looks like corrupted save file, try to load from autosave(next file in the list)
looks like corrupted save file, try to load from autosave(next file in the list)
- Fri Jul 02, 2021 11:08 am
- Forum: Won't fix.
- Topic: [1.1.35] Accumulator power graph does not update when switching from producer to consumer
- Replies: 2
- Views: 2100
Re: [1.1.35] power graph for accumulators breaks when they go from production to consumption
Here is an example:
As you can see in consumption statistic, the top consumer is currently the accumulator array. But there is no line on the graph that corresponds to it.
If I press any button in this window, graphs will update and the line will appear.
As you can see in consumption statistic, the top consumer is currently the accumulator array. But there is no line on the graph that corresponds to it.
If I press any button in this window, graphs will update and the line will appear.
- Fri Jul 02, 2021 10:48 am
- Forum: Won't fix.
- Topic: [1.1.35] Accumulator power graph does not update when switching from producer to consumer
- Replies: 2
- Views: 2100
[1.1.35] Accumulator power graph does not update when switching from producer to consumer
It's a graphical bug that occurs in electric grid information window. I use solar and accumulators for energy generation in my base. When I look at grid info and let it stay open long enough for accus to switch state from production to consumption or back, I can see that the accu icon below moves to...
- Fri Apr 16, 2021 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.26] Replay function out of sync
- Replies: 5
- Views: 4127
Re: [Rseding91] [1.1.26] Replay function out of sync
Can this be related perhaps?
viewtopic.php?f=58&t=79766
I don't care about it anymore, but looks like the same kind of problem
viewtopic.php?f=58&t=79766
I don't care about it anymore, but looks like the same kind of problem
- Sat Dec 26, 2020 10:57 am
- Forum: Not a bug
- Topic: not fully loaded processor and low FPS/UPS
- Replies: 4
- Views: 1519
Re: not fully loaded processor and low FPS/UPS
Also Factorio is mostly singlethreaded. As you can see, one of your cores is almost at full.
The reason why it's not exactly at 100% is perhaps because your memory doesn't keep up. Which is normal for a game like this.
The reason why it's not exactly at 100% is perhaps because your memory doesn't keep up. Which is normal for a game like this.
- Sat Dec 05, 2020 5:05 pm
- Forum: Not a bug
- Topic: [1.1.5] Menu simulations work differently in modded Factorio
- Replies: 3
- Views: 1327
[1.1.5] Menu simulations work differently in modded Factorio
I'm sure this is perhaps as intended, but still its a fun thing that i noticed Simulated menu backgrounds in 1.1 don't work with mods(i have k2+spacex pack) Gun turrets that suppose to shoot biters don't work and biters overwhelm defences In the sequence where we see artillery train shooting at stuf...
- Wed Dec 02, 2020 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.3] Error loading save with imported blueprint library: "false was not true"
- Replies: 2
- Views: 2250
[posila] [1.1.3] Error loading save with imported blueprint library: "false was not true"
Steps to reproduce: get blueprint storage file(attached below) download save game from https://forums.factorio.com/viewtopic.php?f=30&t=92195 (it's possible other saves work, but this one works for sure) try to load the save file, it will crash shortly after loading to fix this it's enough for m...
- Thu Nov 26, 2020 2:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack
- Replies: 21
- Views: 6956
Re: [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack
might be related, when I was observing biters today(version 1.1.1) I also noticed something strange: just before launching an attack, the biter group will freeze on the spot for a couple of seconds. It's very noticeable, because the biters in the attacking group usually move around all the time. I d...
- Thu Nov 26, 2020 9:43 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] Blueprint does not show preview
- Replies: 12
- Views: 5147
Re: [1.1.0] Blueprint does now show preview
I saw something similar for blueprints I made pre 1.0, but deactivating "snap to grid" and reactivating fixed it for me. mine was created in 1.0. Since it uses new grid layout mechanic, i coudn't have made it before. Let me guess, it is not fresh blueprint, but you were using "choose...
- Wed Nov 25, 2020 2:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] Blueprint does not show preview
- Replies: 12
- Views: 5147
[posila] [1.1.0] Blueprint does not show preview
Some blueprints made in 1.0 now don't show preview, although the blueprint itself is working fine. example screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=2298006021 https://steamuserimages-a.akamaihd.net/ugc/1660102526329646703/0B1E9EDCF4B51A36F71F13B758147CA22D6956EE/ 0eNqlW8tu2...