Search found 2448 matches: catch up
Searched query: +catch
ignored: up
- Tue Feb 18, 2025 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Replace simple width-based drag by asteroid chunk collision drag
- Replies: 2
- Views: 186
Replace simple width-based drag by asteroid chunk collision drag
... options to the player: they can just take the drag as is (which makes sense for massive haulers where speed is not important), or they can actively catch and throw out asteroids, even if they don't need them, to achieve maximal velocity. Not necessary for normal gameplay, but makes the design ...
- Mon Feb 17, 2025 1:53 am
- Forum: Technical Help
- Topic: [2.0.32] Multiplayer FPS Drops/UPS Spikes
- Replies: 3
- Views: 169
Re: [2.0.32] Multiplayer FPS Drops/UPS Spikes
... the Server - until some Packet Loss occurs and the Client must suddenly “Catch up” with the server’s changes, lest it fall behind.
I'm definitely staying on 5Ghz, but I've been trying on the ethernet cable and tentatively that is fixing the issue. I'll remark back here if I find that's not the case ...
I'm definitely staying on 5Ghz, but I've been trying on the ethernet cable and tentatively that is fixing the issue. I'll remark back here if I find that's not the case ...
- Sun Feb 16, 2025 12:44 am
- Forum: Technical Help
- Topic: [2.0.32] Multiplayer FPS Drops/UPS Spikes
- Replies: 3
- Views: 169
Re: [2.0.32] Multiplayer FPS Drops/UPS Spikes
... the Server - until some Packet Loss occurs and the Client must suddenly “Catch up” with the server’s changes, lest it fall behind. With remote clients they are already operating a few Ticks behind (the game does a great job of hiding input Lag so you don’t notice this since 1.0), so if a packet Drop ...
- Sun Feb 16, 2025 12:05 am
- Forum: Technical Help
- Topic: [2.0.32] Multiplayer FPS Drops/UPS Spikes
- Replies: 3
- Views: 169
[2.0.32] Multiplayer FPS Drops/UPS Spikes
... I experience intermittent (every few minutes, or more) dropped frames and UPS spikes. The UPS will often rise well above 100 UPS (presumably to catch up to the server) and the frame-rate will completely stall out for a second or two. None of my friends say they experience this issue, and given how ...
- Wed Feb 12, 2025 7:26 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 143
- Views: 46423
Re: Friday Facts #392 - Parametrised blueprints
... City Blocks) with trains orchestrated by LTN.
And I was really dried up fiddling with combinator settings for each and every new station, and then trying to catch errors due to some value set slightly incorrectly on one of the stations.
Now with this it would be much less irritating (not to ...
And I was really dried up fiddling with combinator settings for each and every new station, and then trying to catch errors due to some value set slightly incorrectly on one of the stations.
Now with this it would be much less irritating (not to ...
- Sat Feb 08, 2025 2:58 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 8957
Re: They need to rename Gleba to Bartleby
... at all times".
I will think about possibly doing an alarm-hooked setup in the future to catch issues like this again. No promises.
However, as previously mentioned, I do not know exactly how the Gleba Factory failed. Therefore, everything will have to be connected to alerts, and that comes with ...
I will think about possibly doing an alarm-hooked setup in the future to catch issues like this again. No promises.
However, as previously mentioned, I do not know exactly how the Gleba Factory failed. Therefore, everything will have to be connected to alerts, and that comes with ...
- Thu Feb 06, 2025 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.34] platform carries forward inactivity timer when manually triggering schedule
- Replies: 4
- Views: 1010
[Genhis][2.0.34] platform carries forward inactivity timer when manually triggering schedule
... waiting for any final processing to be completed and unloaded. I didn't catch the schedule with the inactivity condition showing green, but here is ... unloaded, the inactivity condition would reset. It has worked as expected up to now when the previous schedule conditions were met and the platform ...
- Thu Feb 06, 2025 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
- Replies: 2
- Views: 1479
Re: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
Park guard: "Hey you, what are you doing with that fish? Fishing is forbidden here!"
Inserter: "I don't know. It just leaped into my hands. Must be an error in the system. I didn't do anything!"
Inserter: "I don't know. It just leaped into my hands. Must be an error in the system. I didn't do anything!"
- Thu Feb 06, 2025 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
- Replies: 2
- Views: 1479
Re: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
Thanks for the report. This is now fixed for the next release.
- Wed Feb 05, 2025 8:57 pm
- Forum: PyMods
- Topic: Thanks, Py, and a couple of ideas.
- Replies: 40
- Views: 16380
Re: Thanks, Py, and a couple of ideas.
... and outposts on them, that could be quite romantic. But we need to come up with a reason why we should stay on such planets at all. After all, we can, in theory, just catch a couple of individuals and breed them elsewhere. We need to think about it. (I continue to reason with myself. I like it. I'm ...
- Sun Feb 02, 2025 12:44 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Bulk Inserter Can Catch Fish Unpowered
- Replies: 2
- Views: 1479
[2.0.32] Bulk Inserter Can Catch Fish Unpowered
Noticed on a factory I was in the middle of building that a bulk inserter was sitting there holdin a fish without power.
Put out a few more of them and sure enough..
I had not tried other types of inserters.
Put out a few more of them and sure enough..
I had not tried other types of inserters.
- Wed Jan 29, 2025 1:23 pm
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 608
Re: "Noob" prototype "type checking" question
... d + extend()'d into the game's system with an alternate prototype name. Suppose (for example) the built-in prototype is "duck" and the entity has ... on LuaObjects, using `pcall` which is basically Lua's version of a try/catch structure. This is considered bad practice and should only be used if ...
- Wed Jan 29, 2025 11:23 am
- Forum: Modding help
- Topic: "Noob" prototype "type checking" question
- Replies: 13
- Views: 608
Re: "Noob" prototype "type checking" question
... inheriting" prototype? I assume anything that's deepcopy()'d still has a duplicate of the original prototype's Lua APIs in the entity's .prototype ... on LuaObjects, using `pcall` which is basically Lua's version of a try/catch structure. This is considered bad practice and should only be used if ...
- Sun Jan 19, 2025 1:27 am
- Forum: Bug Reports
- Topic: [2.0.12] Storage chest preferred over buffer chest target
- Replies: 14
- Views: 1588
Re: [2.0.12] Storage chest preferred over buffer chest target
... requests are satisfied from the storage chests, so eventually items end up in the buffer chests, but it's not great, waste of poor robot effort, and messes with my train logic.
I have some save files that catch the event, not sure how to share, but am happy to if desired. Some mods are installed ...
I have some save files that catch the event, not sure how to share, but am happy to if desired. Some mods are installed ...
- Sun Jan 12, 2025 10:50 am
- Forum: Technical Help
- Topic: No achievements (Steam or in game) since linking Factorio account with steam
- Replies: 4
- Views: 382
Re: No achievements (Steam or in game) since linking Factorio account with steam
... your old playtime, but you still might have to grind some hours to catch up.
Somehow reverse engineer and edit the savegame to change your playtime or swap the userdata of the old/new usernames, then get the admin to load the modified savegame on the server.
I chose option #1, but the ...
Somehow reverse engineer and edit the savegame to change your playtime or swap the userdata of the old/new usernames, then get the admin to load the modified savegame on the server.
I chose option #1, but the ...
- Sat Jan 11, 2025 5:10 pm
- Forum: Assigned
- Topic: [Pard][2.0.28] Failed to get "Rush to space" achievement on steam
- Replies: 2
- Views: 301
Re: [2.0.28] Failed to get "Rush to space" achievement on steam
Per the Factorio Wiki:
Previously
You can “catch up” to the server by remaining connected for a few hours (or days….) and this will re-enable Achievements for the Client.In multiplayer, achievements can only be earned if the player has spent more than 50% of the time online.
Previously
- Thu Jan 09, 2025 10:46 am
- Forum: Show your Creations
- Topic: Energy Optimization with Red Inserters
- Replies: 34
- Views: 3036
Re: Energy Optimization with Red Inserters
Today a video popped up on my feed that was recently uploaded on this topic. That person attempted belt tests more vigorously than me, and while he ultimately didn't find much new information, I did catch an oversight on my end. Apparently when unloading onto a belt, the power behavior is identical as ...
- Tue Dec 31, 2024 11:42 pm
- Forum: Ideas and Suggestions
- Topic: Selectively deconstruct landfill even if covered by concrete
- Replies: 0
- Views: 235
Selectively deconstruct landfill even if covered by concrete
... then quickly swipe it twice over the area and quickly follow that up by placing concrete tiles over the area again. Some of the concrete would get picked up in the meantime and need to be re-placed, but it did at least actually catch all the landfill. There should definitely be a better ...
- Sun Dec 29, 2024 9:52 pm
- Forum: Gameplay Help
- Topic: Inserters don't get triggered by a pulse
- Replies: 6
- Views: 433
Re: Inserters don't get triggered by a pulse
... has to stay enabled long enough to grab an item. If it is picking up from an entity, like a chest, one tick will always be enough. If it is picking up from a belt, it very much depends on both the inserter speed and on the belt speed. If the inserter is disabled before it manages to catch an ...
- Sun Dec 29, 2024 9:23 pm
- Forum: Gameplay Help
- Topic: Inserters don't get triggered by a pulse
- Replies: 6
- Views: 433
Re: Inserters don't get triggered by a pulse
... has to stay enabled long enough to grab an item. If it is picking up from an entity, like a chest, one tick will always be enough. If it is picking up from a belt, it very much depends on both the inserter speed and on the belt speed. If the inserter is disabled before it manages to catch an ...