Search found 171 matches

by Rockstar04
Fri Aug 05, 2016 3:19 pm
Forum: Not a bug
Topic: [posila] Endless fire
Replies: 3
Views: 1207

Re: [posila] Endless fire

It must have been shooting there for a really long time ... it will go out after 5988 seconds :) I will think about adding upper limit to how long can fire burn. That makes sense, or to have the "fuel" spread out over a bigger area, but burn out quicker. I'm thinking about something like ...
by Rockstar04
Wed Aug 03, 2016 1:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.13] [Linux] [Steam] [Pending] Game forgets my username and account
Replies: 9
Views: 3841

Re: [0.13.13][Linux][Steam]Game forgets my username and account

fellow linux user here, what are the file permissions on your player-data.json file, and what user is factorio running as?
by Rockstar04
Wed Aug 03, 2016 1:03 pm
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 39029

Re: Fluid Processing Poll for input sides

I make heavy use of GDIW for this exact reason.
by Rockstar04
Tue Aug 02, 2016 6:52 pm
Forum: Technical Help
Topic: in-depth review of the debug menu
Replies: 4
Views: 1402

Re: in-depth review of the debug menu

Well, guess that means everything is up for grabs. I love how the biters eat the trees if they really want to get to my base. So much for a tree fort :) I have a treefarm mod installed where I can plant saplings as they get harvested. Gonna try to setup some trees in an old biter base and see if I ...
by Rockstar04
Tue Aug 02, 2016 12:55 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: high-speed producting: Stack inserter speed and input limits
Replies: 21
Views: 28782

Re: high-speed producting: Stack inserter speed and input limits

I would think that if a single stack inserter can pull enough off the belt to keep the buffer chest full, then the inserter should be able to do the job itself, without the chest. At that point its just a timing issue that could be fixed in the code.
by Rockstar04
Mon Aug 01, 2016 9:15 pm
Forum: Modding help
Topic: Tile Replacement Question
Replies: 4
Views: 1192

Re: Tile Replacement Question

I've found (in 0.12, which I think is still the same in 0.13) that the game needs to have a 1 tile wide strip of grass around all water, so if you run you check, return grass and try to change it to something else, it will turn some of the water to grass. The only way I can think to stop this is to ...
by Rockstar04
Mon Aug 01, 2016 9:01 pm
Forum: Technical Help
Topic: in-depth review of the debug menu
Replies: 4
Views: 1402

Re: in-depth review of the debug menu

i.e. the expansion of the enemy bases shows me red circles everywhere. That doesn't help me understand what they are thinking Your entire factory is an expansion target. I hope you have defenses! :twisted: In 0.13 that is not true (as far as I know), red circles show where a biter base is close eno...
by Rockstar04
Mon Aug 01, 2016 6:57 pm
Forum: Ideas and Suggestions
Topic: the "smart" part on an inserter: < instead of > as default
Replies: 5
Views: 2119

Re: the "smart" part on an inserter: < instead of > as default

I'm not saying I support this change, but I do almost ALWAYS use "less than".
by Rockstar04
Mon Aug 01, 2016 6:54 pm
Forum: Technical Help
Topic: Im missing the curved Railroads......
Replies: 1
Views: 700

Re: Im missing the curved Railroads......

If you are using the experimental version 0.13, then the rail building mechanic has been changed, and you can create curved rails with straight rails when placing track. Check out this page for an animated example of the new rail building: http://guide.factorio.com/new-features-013.html (scroll down...
by Rockstar04
Fri Jul 29, 2016 8:46 pm
Forum: Gameplay Help
Topic: Building with concrete
Replies: 3
Views: 1571

Re: Building with concrete

Its normal, there is no way to build right up to the water.
by Rockstar04
Fri Jul 29, 2016 8:38 pm
Forum: Implemented mod requests
Topic: No pause on the end-game "no satellite" message
Replies: 6
Views: 2333

Re: No pause on the end-game "no satellite" message

Would it be possible to allow mods to change what triggers the message? So things like the ion-cannon would be considered "valid" payloads?
by Rockstar04
Fri Jul 29, 2016 3:08 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10] MacBookPro: CPU is much hotter than with 0.12
Replies: 25
Views: 5944

Re: [0.13.10] MacBookPro: CPU is much hotter than with 0.12

What speaks against a CPU at full load. Empty RAM and low CPU usage is a waste of ressources. I'm a server admin by trade, and while underutilized resources can be wasteful, I have monitoring systems that will wake me up in the middle of the night if any of my servers are running at over 90% cpu ut...
by Rockstar04
Fri Jul 29, 2016 2:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10] MacBookPro: CPU is much hotter than with 0.12
Replies: 25
Views: 5944

Re: [0.13.10] MacBookPro: CPU is much hotter than with 0.12

The excessive CPU and workload is being looked at, but im afraid it might be a lot more difficult to fix I'm not sure what needs to be looked at, the exact cause has been clearly stated in this very thread already. What exactly was that change targeted at fixing? Were there many cases of that time ...
by Rockstar04
Fri Jul 29, 2016 1:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.10] MacBookPro: CPU is much hotter than with 0.12
Replies: 25
Views: 5944

Re: [0.13.10] MacBookPro: CPU is much hotter than with 0.12

I agree with ssilk, this is not worth the side effects. Laptop, Desktop, Battery or plugged in, no program should monopolize an entire CPU core just because it can.
by Rockstar04
Wed Jul 20, 2016 8:56 pm
Forum: Not a bug
Topic: [13.9] Inserting modules manualy wont cancel robot job order
Replies: 11
Views: 4254

Re: [13.9] Inserting modules manualy wont cancel robot job order

I guess I will have to test this myself if I have time tonight, I had made the assumption that KrzysD meant that modules the player manually places in the entity vanished (were overwritten) when a robot placed the ones included in the blueprint.
by Rockstar04
Wed Jul 20, 2016 8:24 pm
Forum: Not a bug
Topic: [13.9] Inserting modules manualy wont cancel robot job order
Replies: 11
Views: 4254

Re: [13.9] Inserting modules manualy wont cancel robot job order

Modules-to-be-delivered don't maintain any kind of "which slot should this go into". They simply keep an item name and count. Then rather than the modules being lost (overwritten) the construction robot should try to insert them into the first open slot and if the entity has the max numbe...
by Rockstar04
Wed Jul 20, 2016 7:54 pm
Forum: Modding discussion
Topic: Modded Game Continuously Crashes Somewhat Randomly
Replies: 2
Views: 941

Re: Modded Game Continuously Crashes Somewhat Randomly

Since its a chunk related error, have you tried starting a new map?
by Rockstar04
Wed Jul 20, 2016 7:44 pm
Forum: Technical Help
Topic: choose recipe for assembly - but no recipes!
Replies: 2
Views: 1256

Re: choose recipe for assembly - but no recipes!

Are you using any mods by change? Do you have the factorio-current.log file you could post?
by Rockstar04
Wed Jul 20, 2016 7:39 pm
Forum: Not a bug
Topic: [13.9] Inserting modules manualy wont cancel robot job order
Replies: 11
Views: 4254

Re: [13.9] Inserting modules manualy wont cancel robot job order

Not trying to argue, but that seems inconsistent with existing mechanics. If you place an entity manually, robots will not place another entity over it again. This is a fair argument, and i do not think it would be so difficult to remove the proxy request when modules are manually placed into the a...
by Rockstar04
Wed Jul 20, 2016 5:47 pm
Forum: Gameplay Help
Topic: Pumps for steam engines pump very little water
Replies: 6
Views: 2463

Re: Pumps for steam engines pump very little water

You say your using bobs special pumps that dont need to have a water source, have you tried using more of them? The 1/14/10 ratio only works when the pump is a vanilla offshore pump.

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