Search found 259 matches
- Thu Feb 25, 2016 7:16 am
- Forum: Not a bug
- Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
- Replies: 9
- Views: 4061
Re: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
Yeah, thanks, I've understood the same right after posting my last message. That's why I'd like to test some cases of inventory remembering last empty slot or last used slot and item inserted into - most of all (my) chests are being used for the same items (this is for plates, that is for batteries,...
- Thu Feb 25, 2016 5:33 am
- Forum: Not a bug
- Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
- Replies: 9
- Views: 4061
Re: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
Ok, now I see... I'm not enough experienced factorio modder yet, but have a couple ideas about how to solve this issue - I should check it out. Is there a way to override standard inventory check method? Look, if I have 1.5M plates in 10 warehouses of 1.5k slots each OR in 300 shests of 50 slots eac...
- Wed Feb 24, 2016 7:42 pm
- Forum: Not a bug
- Topic: [0.12.21] [Rseding91] UPS decrease when inserters put into large inv
- Replies: 9
- Views: 4061
[0.12.21] [Rseding91] UPS decrease when inserters put into large inv
Save: https://yadi.sk/d/7ZdPkRtHpJk6D Mods: https://yadi.sk/d/Lr9IkrAqpJk9r Logs: https://yadi.sk/d/p7VD8_0QpPdFc http://i.imgur.com/uV5wR0i.jpg PC: i5-3570, 16GB RAM, Radeon R9-380 2GB. 64-bit Factorio v12.21. OS win 8.1, res FHD windowed There is an assumption that the TPS/UPS decrease (60 -> 20) ...
- Wed Feb 24, 2016 6:41 pm
- Forum: Technical Help
- Topic: Too low TPS and FPS
- Replies: 11
- Views: 6043
Re: Too low TPS and FPS
Ok, I will, thanks. These warehouses were 800 slots, but I've done them 1800 to satisfy square in tiles they have. Looks like it was a mistake.
- Wed Feb 24, 2016 12:37 pm
- Forum: Technical Help
- Topic: Too low TPS and FPS
- Replies: 11
- Views: 6043
Re: Too low TPS and FPS
So, I should check this out and maybe exclude this mod.
- Wed Feb 24, 2016 11:37 am
- Forum: Technical Help
- Topic: Too low TPS and FPS
- Replies: 11
- Views: 6043
Re: Too low TPS and FPS
Oh, you mean all warehouses or just yellow ones?
- Wed Feb 24, 2016 10:58 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 543016
Re: Let's see your clever builds
My favourite topic is smelting
Classic scalable setting
Scalable setting for boxing
- Wed Feb 24, 2016 10:38 am
- Forum: Technical Help
- Topic: Too low TPS and FPS
- Replies: 11
- Views: 6043
Re: Too low TPS and FPS
I've stopped my industry's production - and TPS/FPS came back to 60 (when almost nothing works). Does it mean, that my factory is too big?.. If yes, then we can build rather small factories: • energy production of about 6k solar panels and the same number of accus • 2 train lines with 2 trains of 10...
- Wed Feb 24, 2016 6:03 am
- Forum: Technical Help
- Topic: Too low TPS and FPS
- Replies: 11
- Views: 6043
Re: Too low TPS and FPS
Screenshot
Logs: https://yadi.sk/d/p7VD8_0QpPdFc- Wed Feb 24, 2016 4:42 am
- Forum: Technical Help
- Topic: Too low TPS and FPS
- Replies: 11
- Views: 6043
Too low TPS and FPS
Save: https://yadi.sk/d/7ZdPkRtHpJk6D
Mods: https://yadi.sk/d/Lr9IkrAqpJk9r
PC: i5-3570, 16GB RAM, Radeon R9-380 2GB. 64-bit Factorio v12.21.
I think, my base and map are not enough large to become a reason for this issue...
Mods: https://yadi.sk/d/Lr9IkrAqpJk9r
PC: i5-3570, 16GB RAM, Radeon R9-380 2GB. 64-bit Factorio v12.21.
I think, my base and map are not enough large to become a reason for this issue...
- Tue Feb 23, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320880
Re: [MOD 0.12.22] Orbital Ion Cannon
Cool mod, thanks. ion-cannons = Ионные пушки ion-cannon-details-full = Ионные пушки (подробно) ion-cannon-details-compact = Ионные пушки (кратко) ion-cannon = Ионная пушка ion-cannon-num = Ионная пушка #__1__ : cooldown = Готовность через __1__ сек ready = Готово к огню ion-cannons-in-orbit = Число ...
- Tue Feb 23, 2016 1:33 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96680
Re: [MOD 0.12.23] Satellite Uplink Station 0.1.1
Great mod! Thanks. terminate-uplink = Разорвать соединение initiating-uplink = Подключение к спутнику... uplink-terminated = Соединение со спутником разорвано. first-satellite-sent = Теперь, когда у тебя есть спутник на орбите, ты можешь исследовать станции спутниковой связи! [item-name] uplink-stat...
- Mon Feb 22, 2016 9:59 pm
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 85871
Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)
Oh, it looks like I didn't understand those code lines... :) Great work! The best mod for better mining! Because of unique images for excavators - not just recolored vanilla drills. Wanna wider mining radius? - get bigger mining machine. Perfect! So, maybe it's good idea to implement more big indust...
- Mon Feb 22, 2016 5:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Plasma Shotgun Shells
- Replies: 11
- Views: 12535
Re: [MOD 0.12.x] Plasma Shotgun Shells
My own changes for your great mod: prerequisites = {"shotgun-shell-damage-6", "alien-technology"}, -- row 6 ingredients = { ... {"alien-artifact", 1} }, Let's have some challenge! Kill 'em to kill 'em! BTW: [item-name] plasma-shotgun-shells=Плазменные снаряды для дробов...
- Mon Feb 22, 2016 5:01 pm
- Forum: Mods
- Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
- Replies: 70
- Views: 85871
Re: [MOD 0.12.11+] Bucket Wheel Excavator 0.3.4(16th October)
If you want your excavators to be able to use modules, you should change some code in entities.lua: module_slots = 3, --rows 50, 105, 160 ... to ... module_specification = { module_slots = 3, module_info_icon_shift = {0, 0.8} }, allowed_effects = {"consumption", "speed", "pr...
- Thu Feb 18, 2016 9:44 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228292
Re: [0.12.18] Warehousing v0.0.6
I've added some functionality to your mod: equalizing warehouses. But it's not what I want. I'll try to test some ideas. Thank you, Anonymouse
- Thu Feb 18, 2016 8:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228292
Re: [0.12.18] Warehousing v0.0.6
Thanks for the reply. :) Is it possible to store my common inventories in global.myMod.commInvs[] for groups of global.myMod.myChests[]? Or it'll make impossible to access such inventories with inserters? Maybe there's some event fired, when they try check inventory to take something? Or when they t...
- Thu Feb 18, 2016 8:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 59614
Re: [MOD 0.12.x] Equalizer chests v1.1.3
Had anyone else had issues with Equalizer Chests in multiplayer? On one of the US public MP servers we were having issues we eventually determined was Equalizer related and removed the mod which cleared it up. Some observations are that placing/removing them was safe, and using them would only rare...
- Thu Feb 18, 2016 8:23 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228292
Re: [0.12.18] Warehousing v0.0.6
[item-name] warehouse-basic = Склад warehouse-passive-provider = Склад пассивного снабжения warehouse-storage = Склад хранения warehouse-active-provider = Склад активного снабжения warehouse-requester = Склад запроса warehouse-smart = Умный склад [entity-name] warehouse-basic = Склад warehouse-pass...