Search found 668 matches
- Sat May 20, 2023 4:27 pm
- Forum: Technical Help
- Topic: Crash on start
- Replies: 8
- Views: 1065
Re: Crash on start
Instead of this 3rd party game recorder software (Medal Recorder) that might be the cause of your crash, use Windows Game Bar (Win-G) or Nvidia Shadowplay for ad hoc screen recording. If you were using Windows 11 or have the latest snipping tool installed (don't know if Windows 10 comes with that), ...
- Fri May 19, 2023 2:18 pm
- Forum: Gameplay Help
- Topic: Is there a way to make a train skip a stop, or stay where it is?
- Replies: 7
- Views: 1644
Re: Is there a way to make a train skip a stop, or stay where it is?
To actually program the limit (at least so far), I would have to have at least one combinator wired to the chests to do the calculation and output the value of L. And while I could remotely see the input to, and output from the combinator, I couldn't tell what the condition is or change it unless I...
- Fri May 19, 2023 12:33 pm
- Forum: Gameplay Help
- Topic: Is there a way to make a train skip a stop, or stay where it is?
- Replies: 7
- Views: 1644
Re: Is there a way to make a train skip a stop, or stay where it is?
I use this setup for long running ore trains: all mines for the same ore have the same name all smelter stations for the same ore+output product have the same name 4 different stations on the schedule. 1st station "<ore> depot empty train" and contains a stacker that is able to hold almost...
- Wed May 17, 2023 9:34 pm
- Forum: Fixed for 2.0
- Topic: [1.1.80] "Always render as day" ignored for train color edit
- Replies: 1
- Views: 940
[1.1.80] "Always render as day" ignored for train color edit
Go to map editor mode, activate "always render as day". At night time, go into the train UI of some train and edit its color. The UI content is replaced with the train to see the train color, but it's rendered as night, although it's forced to "always render as day". Expected: tr...
- Wed May 17, 2023 8:31 am
- Forum: Ideas and Suggestions
- Topic: Optimizing Factorio on Linux with new scheduling framework
- Replies: 4
- Views: 969
Re: Optimizing Factorio on Linux with new scheduling framework
There is a thread about large saves, I'm certain some of the saves are still available:
viewtopic.php?f=5&t=105733
viewtopic.php?f=5&t=105733
- Sun May 07, 2023 12:17 pm
- Forum: Combinator Creations
- Topic: One Belt to Rule Them All
- Replies: 3
- Views: 1580
Re: One Belt to Rule Them All
Very cool.
I guess you scraped hundredths of bases only for all this wire you used
I guess you scraped hundredths of bases only for all this wire you used
- Sat May 06, 2023 7:23 pm
- Forum: Off topic
- Topic: Factorio inspired game... but you build *everything*
- Replies: 6
- Views: 1797
Re: Factorio inspired game... but you build *everything*
Come on, just from the trailer it isn't clear how much Factorio is in it. As far as I see it, Factorio's core is a simulation of real world logistics, production and automation, embedded in a set of slightly simplified natural laws of physics. The way the game mechanics and simulated physics laws ar...
- Thu May 04, 2023 9:26 pm
- Forum: Gameplay Help
- Topic: Tips regarding oil balancing
- Replies: 2
- Views: 1605
Re: Tips regarding oil balancing
Thoughts about fluid handling: throughput above about 1200/s is tricky. The maximum length without intermediate pumps becomes very short if you go above. try to avoid splitting and merging pipes if used with high throughput as 1200/s and above. The engine isn't able to merge or split fluid streams e...
- Thu May 04, 2023 3:08 pm
- Forum: Combinator Creations
- Topic: UPS Optimization - Red Science (editor)
- Replies: 85
- Views: 13619
Re: UPS Optimization - Red Science (editor)
I take playing in editor mode the final, vanilla stage of this game. This is the end. But everybody is different. I only have a 2.7k spm megabase full of obsolete sub-factories and find UPS optimnization a big fun. (Only because you as thread starter included it into the discussion:) This is much s...
- Wed Apr 26, 2023 9:56 am
- Forum: Gameplay Help
- Topic: Balanced chest insert
- Replies: 4
- Views: 978
Re: Balanced chest insert
If you're building this from the screenshot, notice and don't forget the red wires. Every inserter is also connected to its chest with a red wire. In the screenshot, the green writes were photoshopped to make them more visible, but the red wires not.
- Mon Apr 24, 2023 3:41 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 23
- Views: 4017
Re: Improving the Mod Portal Search
It's very nice that you try to improve the search. Currently, it's tedious to find a mod if you can only give a description what this mod should be about, but you don't know any name and if such a mod even exists. Usually, you search for only one keyword, then browse the (lengthy) result list. If yo...
- Sun Apr 23, 2023 12:26 am
- Forum: Gameplay Help
- Topic: Aliens
- Replies: 5
- Views: 1225
Re: Aliens
How you deal with enemies depend on the game stage. If you start a fresh map with default enemy settings, it's a race between you becoming strong enough to fight enemies against the enemies becoming too strong and too frequent to fight off. If I (with default enemy settings) am going to expand the b...
- Thu Apr 20, 2023 11:31 pm
- Forum: Gameplay Help
- Topic: getting back the old hotbar feel
- Replies: 4
- Views: 1138
Re: getting back the old hotbar feel
There is a mod that enables you to export/import quickbar settings, in case you have difficulties (like me) to reproduce my favorite 8-bar big quickbar setup for every new game: https://mods.factorio.com/mod/quickbarimportexport
- Sun Apr 16, 2023 11:48 pm
- Forum: Not a bug
- Topic: [1.1.80] Trains repath to path that requires braking over their braking force
- Replies: 3
- Views: 641
Re: [1.1.80] Trains repath to path that requires braking over their braking force
Ok, however this is somewhat against the simulated laws of physics.
If this is working correctly, make it an achievement: "We brake for everybody: Bring an automated train from 298 km/h to a regular halt within a distance of 10 tiles".
If this is working correctly, make it an achievement: "We brake for everybody: Bring an automated train from 298 km/h to a regular halt within a distance of 10 tiles".
- Sun Apr 16, 2023 9:32 pm
- Forum: Not a bug
- Topic: [1.1.80] Trains repath to path that requires braking over their braking force
- Replies: 3
- Views: 641
[1.1.80] Trains repath to path that requires braking over their braking force
It happens that with a regular repath (signal became green), a train running at maximum speed is assigned a different path. On that new path, it may be required to brake, because it approaches a train that is slowly accelerating. It can happen that the approaching train was so fast that its regular ...
- Tue Apr 11, 2023 1:11 am
- Forum: General discussion
- Topic: Nuclear reactor over 1000°C - ideas?
- Replies: 4
- Views: 2359
Nuclear reactor over 1000°C - ideas?
I tinkered very much with nuclear reactors lately, and I always found it a bit simple that if a reactor heats up to 1000°C, additional heat simply vanishes. There should be some kind of encouragement to build a fueling control system. Are there any mods that create some kind of challenge to solve fr...
- Mon Apr 10, 2023 6:11 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502218
Re: Simple Questions and Short Answers
Thank you this is very helpful and the answer to my problem. If it wasn’t obvious, I am relatively new to factorio so, thank you very much! :D Welcome to the game! Some misunderstanding on your part might result from the blog mentioning for sharing blueprints you use the "Game Blueprints"...
- Mon Apr 10, 2023 5:07 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 502218
Re: Simple Questions and Short Answers
The issue that I am running into is I create a creative world build something more specifically a nuclear reactor copy it with the copy string function and now I’m trying to paste it in my FreePlay world. If you speak of using blueprints on the Switch version only, not transfer blueprints from desk...
Re: ChatGPT
It also has deep technical "knowledge" about computer stuff. It's really not just an answering machine creating random text pulled from a database by some identifying tokens in the question. The other day I had a huge *.json-formatted database dump, and I wanted to quickly query some field...
- Wed Apr 05, 2023 4:07 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: All science packs, beaconed and moduled 42/s
- Replies: 11
- Views: 10442
Re: All science packs, beaconed and moduled 42/s
Have you considered sustitution between assembly machines and beacons to further boost the capacity of each assembly and reduce the overall amout of inserters ? I'm not sure how well it would do, given that 1 beacon can give +50% speed to 2 adjacent machines, that amount to 100% and could pay for t...