Search found 171 matches
- 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 ...
- 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?
- 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.
- 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 ...
- 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.
- 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 ...
- 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...
- 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".
- 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...
- 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.
- 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?
- 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...
- 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 ...
- 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.
- 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.
- 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...
- 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?
- 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?
- 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...
- 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.