You only have 128 MB VRAM. Factorio requires 512 MB VRAM.
You can try reducing graphics quality, but I am not optimistic.
Search found 3700 matches
- Thu Jul 23, 2015 8:24 pm
- Forum: Technical Help
- Topic: crashs on start
- Replies: 5
- Views: 4495
- Thu Jul 23, 2015 11:09 am
- Forum: Implemented mod requests
- Topic: entity.input_signals / entity.output_signals
- Replies: 15
- Views: 10436
Re: entity.input_signals / entity.output_signals
local condition = game.player.selected.get_circuit_condition(1)
condition.parameters.first_signal.name = "signal-B"
game.player.selected.set_circuit_condition(1, condition)
The 1 can be replaced by any integer, it does not seem to matter. But it wants an integer as the first parameter.
condition.parameters.first_signal.name = "signal-B"
game.player.selected.set_circuit_condition(1, condition)
The 1 can be replaced by any integer, it does not seem to matter. But it wants an integer as the first parameter.
- Thu Jul 23, 2015 9:32 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 541607
Re: Let's see your clever builds
60Hz if you are counting all changes. 30Hz if you are counting the 1 signals.MadZuri wrote:super fast clock circuit (I can't tell if it is 30Hz or 60Hz, I think it's 30Hz)clock
Tested that with an adder that runs at the same speed as game.tick.
- Thu Jul 23, 2015 7:47 am
- Forum: Won't implement
- Topic: Console mode for the console, duh.
- Replies: 1
- Views: 2816
Re: Console mode for the console, duh.
Who do you chat with in single player anyway?
- Wed Jul 22, 2015 11:07 pm
- Forum: General discussion
- Topic: Explain intersection based vs. loop based rail networks
- Replies: 85
- Views: 38432
Re: Explain intersection based vs. loop based rail networks
For a four-way, a + would probably be superior, since a train making a left (given right-hand driving) would block more potential traffic at the roundabout than a good cross. The roundabout does not allow simultaneous left and right turns from opposite directions. But in practice, trains never try ...
- Wed Jul 22, 2015 9:14 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 136482
Re: [MOD 0.12] Blueprint String
This bug will be fixed in Factorio 0.12.1: https://forums.factorio.com/forum/vie ... hp?t=13644
In the meantime, don't rotate blueprints with underground belts in them.
In the meantime, don't rotate blueprints with underground belts in them.
- Tue Jul 21, 2015 10:27 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 43430
Re: Mod-Header Discussion (PLEASE READ)
I meant when you search the entire board, and end up in the mod section by accident.
- Tue Jul 21, 2015 8:26 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 43430
Re: Mod-Header Discussion (PLEASE READ)
MOD NAME OR PICTURE Description: What this mod does or is used for (<140 chars) Latest-Release: v1.0.2, 2015-07-23 (Year-Month-Day) Required-Factorio-Version: 0.12.0 Download-Url: Download (even when you uploaded it into this forum), Optional Download#2 (for more links separated by comma) Mod name ...
- Tue Jul 21, 2015 8:18 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 57941
Re: Combinator Contraptions
Isolating is easy, use accumulators as a bridge between networks.
Measuring needs to wait until 0.13.
Measuring needs to wait until 0.13.
- Tue Jul 21, 2015 9:37 am
- Forum: Show your Creations
- Topic: Better train loading system
- Replies: 17
- Views: 30957
Re: Better train loading system
The (not a) bug report is here, if you want to remind them.
- Tue Jul 21, 2015 5:14 am
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 43430
Re: Mod-Header Discussion
And well, that was my main stake: To have this machine-readable. The primary purpose of a forum is to be human-readable. Every day you delete spam-posts designed for machines to read (and thank you! :D). I think the minimal requirements slpwnd posted are enough. If a mod is popular enough that its ...
- Tue Jul 21, 2015 12:42 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 136482
Re: [MOD 0.12] Blueprint String
Thanks, it is fixed in version 2.0.2
- Sun Jul 19, 2015 12:08 am
- Forum: Technical Help
- Topic: [0.12.0] nonNAT loopback Router = no MP with LAN players
- Replies: 4
- Views: 3457
Re: [0.12.0] nonNAT loopback Router = no MP with LAN players
Factorio now supports IPv6, which does not need NAT loopback.
Does your router support IPv6?
Does your router support IPv6?
- Sat Jul 18, 2015 7:39 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 136482
[MOD 0.12.11+] Blueprint String
http://davemcw.com/factorio/images/blueprint-bar-2.jpg This mod makes it easy to import and share blueprints. Installation 1. Download the mod . (0.13 and 0.14 version here ) 2. Move it to your Factorio mods directory. 3. Start Factorio and research Automated Construction. Importing Blueprints 1. C...
- Sat Jul 18, 2015 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [kovarex] Text box made in script resizes to text size after load.
- Replies: 1
- Views: 1865
[0.12.0] [kovarex] Text box made in script resizes to text size after load.
Steps to reproduce: 1. Create a gui text box inside a frame. require "defines" game.on_event(defines.events.on_player_created, function(event) local frame = game.players[event.player_index].gui.left.add{type="frame", name="myframe"} frame.add{type="textfield",...
- Sat Jul 18, 2015 7:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Character logistic trash slots 2
- Replies: 1
- Views: 2225
[0.12.0] Character logistic trash slots 2
The tech "character-logistic-trash-slots-2" should require "character-logistic-trash-slots-1", not "logistic-robotics".
- Sat Jul 18, 2015 6:28 am
- Forum: Implemented mod requests
- Topic: on_research_finished improvements
- Replies: 1
- Views: 3198
on_research_finished improvements
1. on_research_finished event should specify a force.
2. force.technologies[event.research.name].researched should be set before on_research_finished is called. This makes it easier to share functions between on_research_finished and other events.
2. force.technologies[event.research.name].researched should be set before on_research_finished is called. This makes it easier to share functions between on_research_finished and other events.
- Fri Jul 17, 2015 4:27 am
- Forum: Technical Help
- Topic: sprite load error
- Replies: 3
- Views: 3520
Re: sprite load error
Are you using a mod?
If not, the usual solutions are to reinstall the game or reduce graphics settings.
If not, the usual solutions are to reinstall the game or reduce graphics settings.
- Wed Jul 15, 2015 5:52 am
- Forum: General discussion
- Topic: Factorio on Windows 10
- Replies: 6
- Views: 10007
- Tue Jul 14, 2015 10:51 pm
- Forum: Ideas and Suggestions
- Topic: More inventory limits
- Replies: 2
- Views: 993
More inventory limits
I would like to have an X slider to reduce the inventory size on:
Roboports
Cars
Tanks
Roboports
Cars
Tanks