Is it possible to buy the game by directly sending money to Wube?
I'm talking about wire transfer, where you enter an IBAN and directly send it from your bank account to Wube's bank account without having to suffer transaction efficency loss to payment processors.
All I could see on the factorio ...
Search found 45 matches
- Tue Oct 19, 2021 9:52 pm
- Forum: Technical Help
- Topic: 100% efficient payment process
- Replies: 7
- Views: 2494
- Thu Jun 06, 2019 5:34 pm
- Forum: Ideas and Requests For Mods
- Topic: spaced railsignal placer
- Replies: 2
- Views: 1361
spaced railsignal placer
Would it be possible to have a QoL mod helping with spacing rail signals akin to openttds ctrl+drag functionality?
Also important would be the ability to remove singals along a segment.
Idea
Train lenght (T): number of tracks occupied by the train. 2-4 Train would be 21, 6 for the locs, 12 for ...
Also important would be the ability to remove singals along a segment.
Idea
Train lenght (T): number of tracks occupied by the train. 2-4 Train would be 21, 6 for the locs, 12 for ...
- Sat Apr 06, 2019 7:44 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1519982
Re: Bugs & FAQ
If you want to manually "fix" (aka break) bioprocessing, I wrote a little script which helps finding recipes with duplicate results. The editor I use for Lua Files, ZeroBrane comes with a console. To find the approximate line numbers of duplicates, have the offending recipe file open and paste ...
- Sat Apr 06, 2019 12:31 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1519982
Re: Bugs & FAQ
The issue is because of an added restriction on .25, in .26 this restriction will be dropped again:
https://forums.factorio.com/viewtopic.php?f=11&t=67857#p420038
Basically 17.25 does not allow multiple "same" items per recipe, some gardening recipes have it (you get 1 garden for sure and a chance ...
https://forums.factorio.com/viewtopic.php?f=11&t=67857#p420038
Basically 17.25 does not allow multiple "same" items per recipe, some gardening recipes have it (you get 1 garden for sure and a chance ...
- Sat Feb 09, 2019 5:44 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 49896
Re: Friday Facts #281 - For a Few Frames More
If one builds or buys a PC for Factorio to run megabases, how would the specs be weighted?
CPU
- frequency
- cores
- threads
- branch predicting / speculative execution (I'd build a Kernel with spectre mitigations turned off)
CPU caches
- latencies
- frequencies
- sizes
- associativies
Main ...
CPU
- frequency
- cores
- threads
- branch predicting / speculative execution (I'd build a Kernel with spectre mitigations turned off)
CPU caches
- latencies
- frequencies
- sizes
- associativies
Main ...
- Fri Nov 09, 2018 6:46 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 55642
Re: Friday Facts #268 - The modern Biter
Still no word on 0.17? It would be great to see a roadmap, even if inaccurate. It looks very much like 0.17 will be release candidate, any confirmation on this? Can I plan to play 0.17 on my xmas holidays? I love this game, but in early access I still expect to see a roadmap.
+1
I personally ...
- Sat Sep 22, 2018 3:14 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 48238
Re: Friday Facts #261 - Performance + New player interaction
I hope 0.17 won't come too soon so we can read another performance themed post about the introduction of grade separation for rails so networks can be separated and its pathfinder potentially moved to another CPU core.
- Fri Mar 30, 2018 5:42 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147613
Re: [0.16] Sea Block Pack 0.2.5
https://i.imgur.com/gFHVZF0.png
reason:
boblogistics_0.16.17/migrations/boblogistics_0.16.16.json: ["black-transport-belt", "basic-transport-belt"]
conflicts with:
SeaBlock_0.2.5/prototypes/technology.lua: {type = "unlock-recipe", recipe = "black-transport-belt"}
SeaBlock_0.2.5/data-updates ...
reason:
boblogistics_0.16.17/migrations/boblogistics_0.16.16.json: ["black-transport-belt", "basic-transport-belt"]
conflicts with:
SeaBlock_0.2.5/prototypes/technology.lua: {type = "unlock-recipe", recipe = "black-transport-belt"}
SeaBlock_0.2.5/data-updates ...
- Fri Feb 16, 2018 11:26 pm
- Forum: Ideas and Suggestions
- Topic: Discord Rich Presence / GameBridge
- Replies: 18
- Views: 12118
Re: Discord Rich Presence / GameBridge
Guess Mumble is better suited for Factorio since it's quite light on CPU usage since it doesn't need to run a browser (electron) in order to work.
In the other hand, for Mumble isn't backed by a big hype company, it's less likely to change its api so the developers miss out on the great opportunity ...
In the other hand, for Mumble isn't backed by a big hype company, it's less likely to change its api so the developers miss out on the great opportunity ...
- Sat Jan 06, 2018 6:59 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427991
Re: Friday Facts #224 - Bots versus belts
200 years ago, people had to travel by foot or in beast-driven carts because the didn't yet research neither cars nor planes.
For people back then, it was an appropriate way to move. While today, using cars and planes suits us better.
So if somebody who is posting his megabase says that bots are ...
For people back then, it was an appropriate way to move. While today, using cars and planes suits us better.
So if somebody who is posting his megabase says that bots are ...
- Sat Dec 30, 2017 1:25 pm
- Forum: Modding interface requests
- Topic: get_attached_rail / get_attached_rail_signal
- Replies: 0
- Views: 783
get_attached_rail / get_attached_rail_signal
I'd like to get the attached rail track entity from a rail signal entity and vice versa.
The goal is to have a mod helping to place signals in specific intervals (so a i.e. 6 long train fits exactly in between two signals)
What I have in mind is something similar to the "ctrl + drag"-placing ...
The goal is to have a mod helping to place signals in specific intervals (so a i.e. 6 long train fits exactly in between two signals)
What I have in mind is something similar to the "ctrl + drag"-placing ...
- Wed Dec 13, 2017 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
- Replies: 61
- Views: 31039
Re: [Oxyd][Linux] Freeze on start after "Loading mod core.."
Try to run the old version through valgrind, I managed to get a 0.16.0 game running through it, although it was horribly slow:)
~ valgrind ./$FACTORIOBINDIR/factorio
~ valgrind ./$FACTORIOBINDIR/factorio
- Wed Dec 13, 2017 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd][Linux] Freeze on start after "Loading mod core.."
- Replies: 61
- Views: 31039
Re: [Oxyd][Linux] Freeze on start after "Loading mod core.."
I just ran 0.16.0 through valgrind on debian stable. I didn't try starting an actual game but just exited after it fully loaded.
Here is the output:
==13136== Memcheck, a memory error detector
==13136== Copyright (C) 2002-2015, and GNU GPL'd, by Julian Seward et al.
==13136== Using Valgrind-3.12.0 ...
Here is the output:
==13136== Memcheck, a memory error detector
==13136== Copyright (C) 2002-2015, and GNU GPL'd, by Julian Seward et al.
==13136== Using Valgrind-3.12.0 ...
- Thu Nov 02, 2017 6:36 am
- Forum: Mods
- Topic: [0.15] Automatic Coupler
- Replies: 47
- Views: 27353
Re: [0.15] Automatic Coupler
Is it possible to have hauling trains (locomotives included) being moved by shunter engines? Like saving/restoring the schedule/id of the hauler vial signals?
- Thu Nov 02, 2017 5:46 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 55166
Re: Underground rails
I once saw a mod which disabled/enabled the hitbox on special track tiles but I think that doesn't play nice with the pathfinder.
An Implementation of underground rails would be the OpenTTD way where trains teleport from one portal to the other, therefore no signals or junctions are possible on ...
An Implementation of underground rails would be the OpenTTD way where trains teleport from one portal to the other, therefore no signals or junctions are possible on ...
- Fri Apr 07, 2017 4:02 pm
- Forum: Gameplay Help
- Topic: [move this if needed] console dump recipe categories
- Replies: 0
- Views: 958
[move this if needed] console dump recipe categories
Hello
Not sure if this belongs to this section since it's rather about console objects then the actual gameplay.
I'm playing angels/bobs and the vast amount of recipes just overwhelms me. Therefore I made a graph of the recipes and items using the Json Exctractor mod and graphviz. It turns out the ...
Not sure if this belongs to this section since it's rather about console objects then the actual gameplay.
I'm playing angels/bobs and the vast amount of recipes just overwhelms me. Therefore I made a graph of the recipes and items using the Json Exctractor mod and graphviz. It turns out the ...
- Sun Mar 19, 2017 4:42 pm
- Forum: Technical Help
- Topic: Mod Portal is currently broken
- Replies: 6
- Views: 3210
Re: Mod Portal is currently broken
Can confirm:
1830.366 Info HttpSharedState.cpp:111: Status code: 0
1830.366 Error ModPortal.cpp:142: Mod portal API call failed: status 0, content:
Operation too slow. Less than 1 bytes/sec transferred the last 20 seconds
1830.366 Error BrowseModsGui.cpp:246: Failed to fetch mods: API call failed ...
1830.366 Info HttpSharedState.cpp:111: Status code: 0
1830.366 Error ModPortal.cpp:142: Mod portal API call failed: status 0, content:
Operation too slow. Less than 1 bytes/sec transferred the last 20 seconds
1830.366 Error BrowseModsGui.cpp:246: Failed to fetch mods: API call failed ...
- Sat Mar 18, 2017 12:21 am
- Forum: Angels Mods
- Topic: ratios / solver / recipe overview
- Replies: 2
- Views: 2029
Re: ratios / solver / recipe overview
Thanks for the quick reply and the helmod suggestion.
Guess it's time for me to draw a graph by hand so I can figure out the logistics.
I hope with 0.15 not everything gets changed:)
Guess it's time for me to draw a graph by hand so I can figure out the logistics.
I hope with 0.15 not everything gets changed:)
- Fri Mar 17, 2017 11:43 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Factorio python tooling
- Replies: 2
- Views: 6594
Re: Factorio python tooling
I did try it out and was first struggling:
Tried to convert it to python3 since it's something new, so no reason to use python2. The 2to3.py converter worked fine but I had problems with the Lupa dependency.
It turned out that my Lupa lib used luajit which by default targets lua 5.1 but factorio ...
Tried to convert it to python3 since it's something new, so no reason to use python2. The 2to3.py converter worked fine but I had problems with the Lupa dependency.
It turned out that my Lupa lib used luajit which by default targets lua 5.1 but factorio ...
- Fri Mar 17, 2017 9:32 pm
- Forum: Angels Mods
- Topic: ratios / solver / recipe overview
- Replies: 2
- Views: 2029
ratios / solver / recipe overview
Hello everyone.
I grabbed one of the AnglesBobs modpacks and quite enjoy the game experience. At the moment, I'm as usual struggling with the ratios.
Is there an overview of the production chains (an SVG mby:)? I'm especially interested in figuring out alternative paths, like ores from slag or ...
I grabbed one of the AnglesBobs modpacks and quite enjoy the game experience. At the moment, I'm as usual struggling with the ratios.
Is there an overview of the production chains (an SVG mby:)? I'm especially interested in figuring out alternative paths, like ores from slag or ...