Search found 69 matches
- Fri Oct 25, 2024 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Blueprint parameters in trainstation names not using Signal icons
- Replies: 9
- Views: 1390
Re: [kovarex] Blueprint parameters in trainstation names not using Signal icons
I'm on 2.0.10 and it doesn't seem to be fixed yet.
- Thu Oct 24, 2024 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Custom minimal payload for auto request missing construction materials
- Replies: 3
- Views: 527
Custom minimal payload for auto request missing construction materials
TLDR: Add setting for custom minimal payload for the auto requests on space platforms. When setting a space platform to auto request missing construction materials, only full stacks get delivered to the platform, which in some cases is really annoying. Eg. I'd like to just paste a new platform (lau...
- Mon Jun 24, 2024 2:38 pm
- Forum: Not a bug
- Topic: [1.1.109] Inserter tooltip reports incorrect hand stack size
- Replies: 4
- Views: 659
Re: [1.1.109] Inserter tooltip reports incorrect hand stack size
That is just not true. You can still see the content of chests, inserters' hands, belts as well as recipes of other forces, the list probably goes on. And you don't get any of this if you build it yourself (you get the recipe if copying but certainly no items). And since the inserter bonus is the on...
- Fri Apr 05, 2024 11:58 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 26884
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Faster subsequent rocket launches = nope - if you make the expansion such way that more rockets is needed, then rather add new tech, more tonnage ( item capacity) technology to research. - start of a rocket should stay a precious moment, always. Do not add inflation, rather make it even more precio...
- Fri Apr 05, 2024 11:20 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 26884
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
With the first and second iteration, you could see where each of the items in a network currently are. This information can be really valuable in some circumstances (like when changing some part of the base but forgetting to remove one single request). I think it would be a really nice if there was ...
- Wed Mar 27, 2024 9:58 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Update failed: changelog-switch.txt has unexpected content
- Replies: 6
- Views: 1477
[1.1.104] Update failed: changelog-switch.txt has unexpected content
I tried to update from 1.1.104 for 1.1.106 but got the message
Update failed: Checking update packages failed: File D:/Factorio/Factorio normal/data/changelog-switch.txt has unexpected content
Restarting the game doesn't change this.
I added the logs of both game sessions and the mentioned file.
Update failed: Checking update packages failed: File D:/Factorio/Factorio normal/data/changelog-switch.txt has unexpected content
Restarting the game doesn't change this.
I added the logs of both game sessions and the mentioned file.
- Fri Nov 10, 2023 8:24 am
- Forum: Not a bug
- Topic: [Linux] GLSL Not supported error
- Replies: 12
- Views: 1774
Re: [Linux] GLSL Not supported error
There are adapters from DVI to HDMI/VGA for about $5-15 if that would help.
- Mon Oct 23, 2023 11:19 pm
- Forum: Duplicates
- Topic: [1.1.91] construction bots struggle with landfill
- Replies: 3
- Views: 1191
Re: [1.1.91] construction bots struggle with landfill
Remove the more than 1 million (!!!) ghosted landfill south of the west solar field and north of the east solar field and bots will work again. The game has to iterate over all ghost tiles and doing so with 1 million takes so long (I guess 1 per tick if they are out of roboport range, so almost 2 fu...
- Wed May 17, 2023 11:16 am
- Forum: Technical Help
- Topic: Start replay from command line.
- Replies: 0
- Views: 492
Start replay from command line.
Is it possible to start a replay from the command line (and set the simulation speed to 64)?
It would be really helpful for me as I'm trying to automatically get some information out of replays.
It would be really helpful for me as I'm trying to automatically get some information out of replays.
- Sun Apr 30, 2023 3:44 pm
- Forum: 1 / 0 magic
- Topic: [Kovarex] [1.1.81] Crash on replay "Error InventoryGuiSlot.cpp:223: No itemstack found"
- Replies: 2
- Views: 970
Re: [1.1.81] Crash on replay "Error InventoryGuiSlot.cpp:223: No itemstack found"
video of the run itself for reference:
https://www.twitch.tv/videos/1806102513
https://www.twitch.tv/videos/1806102513
- Fri Feb 17, 2023 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 2790
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
The worst case could be that you blueprint assemblers with module type A in them but the recipe need module type B. Now it becomes a race between bots and inserters which basically rely on the randomness of which entities are placed first. So you could mess up ratios, consume way more power for a l...
- Fri Feb 17, 2023 9:33 am
- Forum: Ideas and Suggestions
- Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
- Replies: 11
- Views: 2790
Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient
Kind of sounds more like a suggestion and not a bug. Also, I sounds like a really bad idea to insert modules into the module slots of assemblers AT ALL. There would then be modules in assemblers which are not supposed to have any. The worst case could be that you blueprint assemblers with module typ...
- Fri Dec 02, 2022 11:21 am
- Forum: Not a bug
- Topic: [1.1.73] latest experimental headless link is not updated
- Replies: 4
- Views: 1208
Re: [1.1.73] latest experimental headless link is not updated
Now it also works for me...
I will check again once a new update is released.
I will check again once a new update is released.
- Thu Dec 01, 2022 7:23 pm
- Forum: Not a bug
- Topic: [1.1.73] latest experimental headless link is not updated
- Replies: 4
- Views: 1208
Re: [1.1.73] latest experimental headless link is not updated
I tried it for a few times and it seems like this is cache related (browser/server/idk). The first time after loading the page (whether https://factorio.com/download or the link in the report) sometimes downloads the 1.1.72, after that always the 1.1.73
- Sat Oct 29, 2022 1:14 pm
- Forum: Not a bug
- Topic: [1.1.70] Action bar slider doesn't work
- Replies: 2
- Views: 756
Re: [1.1.70] Action bar slider doesn't work
The action bar (or shortcut bar) is the part of the gui to the right of the quickbar (which holds the items for hotkeys and quick grab).
What you want to increase is the slider above that says Active quick bars (second from the buttom).
What you want to increase is the slider above that says Active quick bars (second from the buttom).
- Tue Sep 27, 2022 11:22 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 226221
Re: Multithread the entity update phase
Thank you, that was quite a read (though I only read the dev's replies). I didn't think to search in General discussion... If I understood that thread correctly, that part that mostly affects my idea is https://forums.factorio.com/viewtopic.php?p=479362#p479362, as in: multithreading the entities wo...
- Tue Sep 27, 2022 9:52 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 226221
Re: Multithread the entity update phase
With entity phase I mean the part of the main loop which appears as "Entity update" in the debug option "show-time-usage". Afaik, this is one single thread and contains production entities (assemblers, furnaces, etc.) and inserters. As stated in the first post, I'm not sure about...
- Tue Sep 27, 2022 9:52 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 226221
Multithread the entity update phase
Would it be possible to somehow multithread the entity update phase of the game loop? At least on the large bases I build, most of the update time (between ~12 ms at ~55 UPS) is spend on the entity phase, so any optimization there would be really nice. I gave this some thought and would like to know...
- Tue Jul 12, 2022 8:02 am
- Forum: Not a bug
- Topic: Editor mode movement speed slow
- Replies: 8
- Views: 2681
Re: Editor mode movement speed slow
Did you change the game speed though the editor GUI? On really high speed (*32 and *64), you move significantly slower, just like you described.
- Fri Jul 01, 2022 6:23 pm
- Forum: Not a bug
- Topic: [1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.
- Replies: 7
- Views: 2445
Re: [1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.
The suggested behaviour could be a protection against basically setting a map to public by removing the last entry of the whitelist.
But I don't really know if that is enough reason.
But I don't really know if that is enough reason.