Search found 199 matches
- Sat Jan 19, 2019 9:08 pm
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 5369
Re: Support for mod packs
Going to revive this topic instead of making a new one; modpacks would be a really nice addition to the portal.
- Sat Jan 19, 2019 1:14 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 93
- Views: 8900
Re: Removing fluid temperature - thoughts?
How will this affect steam engines and turbines? Currently turbines only draw double the steam but produce far more power due to the vastly increased temperature, and engines attempting to use that 500C steam will be inefficient. My assumption is that the output rate of exchangers and input rate of ...
- Tue Jan 15, 2019 7:39 pm
- Forum: Not a bug
- Topic: [0.16.51] Science lab buffers do not respect the speed of the lab
- Replies: 1
- Views: 358
[0.16.51] Science lab buffers do not respect the speed of the lab
https://i.imgur.com/mzSTTl7.png The left lab has +250% speed, the right lab has +2000% speed. Both labs are being fed by a stack size 1 inserter. The labs are off due to not having all packs for the tech picked. Both labs stop being fed when there are 2 packs. In most cases this is fine, but it can...
- Thu Sep 20, 2018 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
- Replies: 8
- Views: 1556
Re: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
Sorry for the large delay, forgot about the issue. Relevant mod: https://mods.factorio.com/mods/Hexicube/Hexi_Inline_Ore_Processing (tested with v0.5.1 in 0.16.51) Save is attached. In the top example, I added the inserter before attaching the acid feed, and it initially operated fine. If it happens...
- Wed Sep 19, 2018 11:42 am
- Forum: Ideas and Suggestions
- Topic: [FFF 260] Pipe junctions should merge, for reduced calculations
- Replies: 7
- Views: 1099
Re: [FFF 260] Pipe junctions should merge, for reduced calculations
you say it makes sense, and that it is logical, but then you have to think about... what constitutes a junction merge? 1 pipe section between 2 junctions? Those Underground junctions would count as 2 pipes between them, so do you limit it to 2 pipes between junctions to merge them? Maximum 2 non-ju...
- Sun Sep 16, 2018 2:47 pm
- Forum: Ideas and Suggestions
- Topic: [FFF 260] Pipe junctions should merge, for reduced calculations
- Replies: 7
- Views: 1099
[FFF 260] Pipe junctions should merge, for reduced calculations
In the most recent FFF the new proposed system is effectively turning the entire pipe network into single pipe segments connected with junctions. This is an improvement in theory, but it mentions junctions would be a little more CPU intensive...and then it shows the last image: https://eu1.factorio....
- Mon Aug 20, 2018 5:19 am
- Forum: Pending
- Topic: [0.16.51] Splitter has noticeable wobble at exactly 1x zoom
- Replies: 2
- Views: 533
Re: [0.16.51] Splitter has noticeable wobble at exactly 1x zoom
Just in case it's relevant, graphics settings: https://i.imgur.com/GqWVhcY.png
- Mon Aug 20, 2018 3:47 am
- Forum: Pending
- Topic: [0.16.51] Splitter has noticeable wobble at exactly 1x zoom
- Replies: 2
- Views: 533
[0.16.51] Splitter has noticeable wobble at exactly 1x zoom
I assume this only happens with high graphics (double res), and is additionally only there in specific orientations. The problem is a lot harder to see at other zoom levels, except for 0.5x where it is exacerbated. I can see it in fast splitters facing right and down, but not left and up. When looki...
- Sun Aug 19, 2018 4:32 pm
- Forum: Not a bug
- Topic: [0.16.51] Large save for potential map load/save optimising
- Replies: 1
- Views: 455
[0.16.51] Large save for potential map load/save optimising
Note: I am not actually reporting a bug, but since this is where performance problems go, I figured this is the best place. I have a 350MB save where I explored 125k tiles to the right, and it takes a long time to load/save as expected. I've decided to offer it as an optimisation target, to see if e...
- Wed Aug 15, 2018 10:16 pm
- Forum: Ideas and Suggestions
- Topic: Always use 3 s.f. when showing shortened numbers
- Replies: 16
- Views: 2049
Always use 3 s.f. when showing shortened numbers
Currently it's a little inconsistent, it will show 3 s.f. if the abbreviation needs 100s and will show 2 s.f. otherwise. This is what it currently looks like: https://i.imgur.com/Tq4Vnoi.png "1.0k" "10k" "100k" In order to squeeze enough space for this extra digit (since the decimal eats valuable re...
- Fri Jun 22, 2018 7:24 pm
- Forum: Implemented mod requests
- Topic: Burner generator entity for modded
- Replies: 5
- Views: 778
Burner generator entity for modded
Re-suggesting this in light of FFF #248, and also since there's no clean way to do this with the entities available. Right now if I want to implement a burner generator in modded I have to create the following: - A water generator - A steam engine - If I want a burn result, an extra entity to extrac...
- Sat Jun 02, 2018 9:02 pm
- Forum: Balancing
- Topic: [FOR 0.17] Recipe changes to high-tech/prod packs
- Replies: 2
- Views: 680
[FOR 0.17] Recipe changes to high-tech/prod packs
In light of the announced 0.17 science pack tech nodes (for clarity to new players), I have a proposal to go with it for 0.17: - Production and high-tech packs are made cheaper - Techs that currently require prod/ht packs become more expensive to compensate; alternatively, make blue packs more expen...
- Wed May 30, 2018 12:57 pm
- Forum: Not a bug
- Topic: s3tc compressing atlases takes up to half a minute
- Replies: 12
- Views: 1283
Re: s3tc compressing atlases takes up to half a minute
We might also make an option to use lower-res sprites for shadows. And last but not least lot of shadow sprites could be cropped more because they contain also parts that is always occluded by machine that is casting the shadow. Honestly, for shadows, you could probably get away with something like...
- Tue Apr 17, 2018 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Tech tree improvements (missing dependencies, empty techs)
- Replies: 3
- Views: 567
Tech tree improvements (missing dependencies, empty techs)
There's a few annoying cases inside the tech tree that I would like to be resolved: - Advanced material processing 2 is not required, directly or indirectly, by tech that needs the production pack unlocked by it - Portable solar don't require the solar panel tech, same issue as above - Energy shield...
- Tue Feb 20, 2018 7:51 am
- Forum: Won't fix.
- Topic: [16.25] [Mods] Accumulator drain does not function correctly
- Replies: 1
- Views: 501
[16.25] [Mods] Accumulator drain does not function correctly
When adding drain to accumulators via a mod, it is added to the accumulator but does not always drain power. It appears to only drain power when not connected to a network. A bare-bones mod is attached for reproducing the problem. The only thing it does is give accumulators 5kW drain. Steps to repro...
- Wed Jan 10, 2018 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Max zoom should be 2x
- Replies: 0
- Views: 226
Max zoom should be 2x
Max zoom in amount should be 2x since HD graphics will be 1:1 at that scale, instead of 3.281x that is currently allowable. Alternatively, 4x would work, but you'd need a massive resolution to even benefit from anything beyond 2x. Here's some examples of the same area: 3.281x: https://i.imgur.com/XM...
- Thu Dec 14, 2017 9:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
- Replies: 8
- Views: 1556
Re: [Rseding91] [15.35] [Mods] Inserter stops feeding furnace-type assembler
Issue persists in 0.16.2. https://mods.factorio.com/mods/Hexicube/Hexi_Inline_Ore_Processing Steps to reproduce: - Place a liquidator and provide crushed ore via an inserter as well as sulfuric acid, but do not extract the output. - Note: A separate issue surfaces if you place the inserter first; Th...
- Wed Nov 08, 2017 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Assemblers should show in the UI that output blocks
- Replies: 2
- Views: 346
Assemblers should show in the UI that output blocks
A relatively simple change for new players. If the assembler has enough in all outputs to cause inserters to not want to add more items, the output slots should tint yellow. If any outputs are full, those slots should tint red instead.
- Tue Oct 17, 2017 6:21 pm
- Forum: Minor issues
- Topic: [0.15.35] Boiler type entities cannot eject burnt items
- Replies: 7
- Views: 2194
Re: [0.15.35] Boiler type entities cannot eject burnt items
Thanks for the report. This is unfortunately a limitation of the game as it is currently. An entity can't have 2 output inventories that inserters will grab from meaning the boiler which already has the main fuel as output can't also have the burnt result output. I've yet to see an effective design...
- Wed Oct 11, 2017 3:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.35] Non-square assemblers rotate strangely
- Replies: 1
- Views: 1339
[kovarex] [0.15.35] Non-square assemblers rotate strangely
There's a number of different things going on with assemblers and rotations, which become exposed when an attempt is made to create non-square ones: The selection box never rotates The collision box always rotates The north sprite is always used for creating new assemblers without always-visible flu...