Search found 23 matches
- Thu Nov 21, 2024 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Odd armor gridsize
- Replies: 5
- Views: 80
Odd armor gridsize
Why are there odd vertical gridsizes with quality armor? Pretty much all equipment has an even size, so there is a completely pointless empty row when populating a vertically odd-sized armor. Armor quality progression would be much smoother, if the vertical grid size was even. Alternatively, if batt...
- Thu Nov 21, 2024 6:14 pm
- Forum: Not a bug
- Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
- Replies: 13
- Views: 1432
Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
Thanks for the workaround suggestions!
- Thu Nov 21, 2024 1:01 pm
- Forum: Not a bug
- Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
- Replies: 13
- Views: 1432
Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
In map mode, you can at least place ghost items in a silo that's set for manual (will be delivered by bots). That works almost everywhere, including chests and assemblers.
- Thu Nov 21, 2024 10:56 am
- Forum: Not a bug
- Topic: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
- Replies: 13
- Views: 1432
Re: rocket silo says "not enough to fill one rocket" when there are multiple rockets for supplies
Rockets will only auto launch when they have one rockets worth of *one item type*, they will not auto launch mixed payloads. How is this not considered a bug? This is exceptionally janky behavior and interacts very, very poorly with quality. Platforms are a prime candidate for using as well as tran...
- Mon Nov 18, 2024 12:37 pm
- Forum: Pending
- Topic: [2.0.19] TransportLine::getItemsRange crash
- Replies: 4
- Views: 146
Re: [2.0.19] TransportLine::getItemsRange crash
I have a 13900KS, so hardware issues are theoretically possible. However, it's otherwise 100% stable, including massive compile jobs. The system has always been running with Intels recommended power and current limits set (and not the mainboard default settings) and the RAM is clocked at standard JE...
- Mon Nov 18, 2024 9:28 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 59
- Views: 5892
Re: Well, Fulgora sucks [Spoiler] or lack thereof
There is no pollution and no reason to avoid waste. Why does pollution matter? Once you have flamethrowers or bots + landmines, biters aren't a threat anymore and only a modest resource drain. I have played with Deathworld settings on desert maps, where 90% of the pollution is converted into biters.
- Mon Nov 18, 2024 8:26 am
- Forum: Pending
- Topic: [2.0.19] TransportLine::getItemsRange crash
- Replies: 4
- Views: 146
Re: [2.0.19] TransportLine::getItemsRange crash
I was able to reproduce the crash on a test map with all mods disabled. It occurs every few minutes.
A crash report from my test installation should have been uploaded.
A save file is attached. If I load it, a crash often happens within a couple of minutes.
A crash report from my test installation should have been uploaded.
A save file is attached. If I load it, a crash often happens within a couple of minutes.
- Sat Nov 16, 2024 5:18 pm
- Forum: Won't fix.
- Topic: [2.0.15] Inserter stuck loading furnace
- Replies: 6
- Views: 362
Re: [2.0.15] Inserter stuck loading furnace
Maybe add an alert that the inserter isn't able to insert things. The thing is, whenever you change or deconstruct things, you get an insane amount of garbage dumped into your inventory that you have to get rid of. Dumping it into a furnace is the logical choice with (potentially) rather unfortunate...
- Sat Nov 16, 2024 5:06 pm
- Forum: Won't fix.
- Topic: [2.0.15] Inserter stuck loading furnace
- Replies: 6
- Views: 362
Re: [2.0.15] Minor: inserter stuck when loading furnace
Thanks for the report. I don't consider this worth changing. You can simply not do that if you don't want it to happen. I strongly disagree with you that this is a bug not worth fixing. This extremely annoying bug has been around forever. It's extremely common that people want to dispose of excess ...
- Sat Nov 16, 2024 4:33 pm
- Forum: Pending
- Topic: [2.0.19] TransportLine::getItemsRange crash
- Replies: 4
- Views: 146
[2.0.19] TransportLine::getItemsRange crash
Space Age v2.0.19 on Linux (using a dozen mods). 542.321 Error CrashHandler.cpp:641: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... /tmp/factorio-build-OBgTxk/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream /tmp/factorio-build-OBgTxk/src/Util/Sta...
- Fri Jul 02, 2021 11:40 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.35] LuaPlayer::build_from_cursor with underground belts flipped
- Replies: 5
- Views: 4098
Re: [1.1.35] Setting direction on underground belts doesn't work
BTW, I can certainly understand that you may not want to support direction/orientation changes on underground belts. But 'build_from_cursor' should support placing them in a predictable manner that doesn't depend on hidden UI/player state.
- Thu Jul 01, 2021 5:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.35] LuaPlayer::build_from_cursor with underground belts flipped
- Replies: 5
- Views: 4098
Re: [1.1.35] Setting direction on underground belts doesn't work
LuaEntity::rotate() doesn't rotate the underground. It toggles the underground between input and output. The chute orientation remains the same. As far as I can tell, there is currently no way to change the underground orientation. For the second part i am not sure what is being complained here. Pla...
- Thu Jul 01, 2021 12:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.35] LuaPlayer::build_from_cursor with underground belts flipped
- Replies: 5
- Views: 4098
[Klonan] [1.1.35] LuaPlayer::build_from_cursor with underground belts flipped
Setting LuaEntity.direction doesn't work on underground belts. It did work fine with Factorio 1.0. This breaks the Picker Extended ghost revival. https://mods.factorio.com/mod/PickerExtended/discussion/5ffa0f1c0af3ba1f55147e34 Ghost revival is working around the strange 'build_from_cursor' behavior,...
- Thu Oct 15, 2020 9:24 pm
- Forum: General discussion
- Topic: Deathworld goal?
- Replies: 5
- Views: 2194
Re: Deathworld goal?
Defender capsules are extremely powerful. With just red/blue/military science, you can get 15 follower count and 13 damage. That's good enough to take out large bases with big (blue) biters. On death world, I would make military science and damage upgrades the top priority (before blue science). Gun...
- Tue Oct 13, 2020 8:17 pm
- Forum: General discussion
- Topic: Defensive turret line order, what turret is best up front?
- Replies: 19
- Views: 10221
Re: Defensive turret line order, what turret is best up front?
Does anybody test, what happens, if you have only flamethrowers, which are placed out-of-range of spitters behind a wall? Do spitters attack the wall then? They sometimes stay out of turret range and attack the wall. If the wall is in repair range, the bots get continuously killed. If it's outside ...
- Tue Oct 13, 2020 11:52 am
- Forum: General discussion
- Topic: Defensive turret line order, what turret is best up front?
- Replies: 19
- Views: 10221
Re: Defensive turret line order, what turret is best up front?
I put the flame turrets in the front for a simple reason - they have loads of hit points. If large groups of enemies arrives including behemoth spitters, a few of them might get a shot before being roasted and gunned down. Gun turrets go down after a few hits, while flame turrets will be able soak ...
- Thu Oct 08, 2020 2:46 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 95370
Re: CPU performance benchmarks
It looks like the Linux version doesn't support your maps. Both Factorio 1.0 and 0.17.79 fail with the same error I mentioned. Running the Windows version of Factorio under Wine could load your old map (123_311219.zip), but huge pages don't get used. I ran a benchmark for 10'000 ticks: Performed 100...
- Wed Oct 07, 2020 7:14 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 95370
Re: Anyone Ryzen Benchmarks?
Could you please check my "little sandbox" on your system. True, you have only 32 GB of memory, this is too little Factorio doesn't like your save (I tried with 1.0). (I was able to extract the zip, so I don't think the download is corrupted.) 82.739 Warning Map.cpp:340: Map loading faile...
- Tue Oct 06, 2020 9:46 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 95370
Re: Anyone Ryzen Benchmarks?
An interesting result. Is it possible another test, at the same frequency and with the same memory, but without these kernel tweaks ?? To see the difference, before and after :) there is a very big difference between 114 and 85 (the usual result is also with good memory :) The result is 94 without ...
- Tue Oct 06, 2020 4:04 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 95370
Re: Anyone Ryzen Benchmarks?
When using huge pages on Linux, Ryzen 3900x is as fast as a i9-9900K. I'm getting 114UPS: https://factoriobox.1au.us/result/880e56d3-05e4-4261-9151-854e666983c9 Transparent huge page support needs to be enabled in the kernel: /sys/kernel/mm/transparent_hugepage/enabled:always [madvise] never /sys/ke...