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- Tue Jul 14, 2015 1:30 am
- Forum: News
- Topic: Friday facts #94 - No 0.12 Release today
- Replies: 116
- Views: 70137
- Sun Jul 12, 2015 3:20 pm
- Forum: Technical Help
- Topic: Already bought the game last year can I reinstall again?
- Replies: 8
- Views: 5055
- Sun Jul 12, 2015 8:57 am
- Forum: Technical Help
- Topic: Understanding Factorio Performance
- Replies: 15
- Views: 10649
Re: Understanding Factorio Performance
Factorio only uses 1 cpu core. Your quad-core processor is stuck at 75% idle.
Making the game truly multi-threaded is on the wishlist, but after all the easier optimizations have been done.
Making the game truly multi-threaded is on the wishlist, but after all the easier optimizations have been done.
- Wed Jul 08, 2015 11:37 pm
- Forum: Modding help
- Topic: Control.lua
- Replies: 6
- Views: 2362
Re: Control.lua
You still didn't post the relevant functions.
Try this, no extra functions at all:
Try this, no extra functions at all:
Code: Select all
game.onevent(defines.events.onguiclick, function(event)
local element = event.element
game.players[1].print("Clicked element: "..element.name)
end)
- Wed Jul 08, 2015 6:41 pm
- Forum: This Forum
- Topic: Do moderators use the moderator control panel?
- Replies: 4
- Views: 8552
Do moderators use the moderator control panel?
Do moderators check the moderator control panel? I reported several posts, but they only responded to the ones on the first page of the forum.
- Mon Jul 06, 2015 4:55 pm
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 112
- Views: 116111
Re: Have Some Questions Before I Buy.
The controls are the most unfriendly part. If you have a problem, you can probably solve it using using Alt, Q, or R.mikey45 wrote:Lastly how friendly is the learning curve to newer players? I don't have allot of time to just sit down and watch/read tutorials.
- Sun Jul 05, 2015 11:31 pm
- Forum: General discussion
- Topic: Come and guess: Stable version of the 0.12
- Replies: 51
- Views: 37060
Re: Come and guess: Stable version of the 0.12
0.12.8
Eight is simultaneously the mean, median, and mode of past minor versions.
Eight is simultaneously the mean, median, and mode of past minor versions.
- Sun Jul 05, 2015 5:34 pm
- Forum: Technical Help
- Topic: Error when loading game
- Replies: 3
- Views: 1665
Re: Error when loading game
Delete that file from your computer.
- Fri Jul 03, 2015 2:46 pm
- Forum: Modding help
- Topic: How change msg-intro?
- Replies: 5
- Views: 2147
Re: How change msg-intro?
Copy scenarios/freeplay to scenarios/your-mod
Edit msg-intro
Move all your other mod assets into scenarios/your-mod
Distribute scenarios/your-mod and tell everyone to install it in scenarios.
Edit msg-intro
Move all your other mod assets into scenarios/your-mod
Distribute scenarios/your-mod and tell everyone to install it in scenarios.
- Fri Jul 03, 2015 12:17 am
- Forum: Resolved Problems and Bugs
- Topic: Fast inserter not placing items in chest; deleting them
- Replies: 3
- Views: 1168
Re: Fast inserter not placing items in chest; deleting them
Does moving the substation farther away fix it?
- Thu Jul 02, 2015 9:46 pm
- Forum: Modding help
- Topic: How change msg-intro?
- Replies: 5
- Views: 2147
Re: How change msg-intro?
msg-intro is part of another mod: scenarios/freeplay. You need to edit that scenario to change it.
- Tue Jun 30, 2015 2:24 am
- Forum: Modding help
- Topic: Optimizing ore searching
- Replies: 5
- Views: 2091
Re: Optimizing ore searching
You can also divide it by the total number of entities. Each tick you pick the next entity in the list and process that one. This way performance is constant, there is only a bit of decision lag if you have a lot of them.
I believe Roboports do this already.
I believe Roboports do this already.
- Tue Jun 30, 2015 2:04 am
- Forum: Questions, reviews and ratings
- Topic: (New) mod categories!?!
- Replies: 35
- Views: 27005
Re: Mod categories in the forum?
I would like a "user interface mods" category, that does not change game rules significantly.
- Mon Jun 29, 2015 4:24 pm
- Forum: Show your Creations
- Topic: One minute rocket defense
- Replies: 47
- Views: 46479
One minute rocket defense
This is my factory for producing 60 Rocket Defenses per hour: Photo Gallery Here is the save. Everything is stopped for better FPS. One-minute-rocket-defense.zip And here is the save with everything running. It runs at 2 FPS in Factorio 0.11.22. One-minute-rocket-defense-running.zip Rocket defense m...
- Fri Jun 26, 2015 12:50 am
- Forum: Gameplay Help
- Topic: A little help regarding Small pumps
- Replies: 7
- Views: 6045
Re: A little help regarding Small pumps
You can't run 6 small pumps on a single pipe. Even 5 small pumps only works for very short distances.
https://forums.factorio.com/forum/vie ... php?t=6066
https://forums.factorio.com/forum/vie ... php?t=6066
- Thu Jun 25, 2015 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: Unable to download experimental versions
- Replies: 10
- Views: 3214
Re: Unable to download experimental versions
There are currently no experimental versions, wait a couple more weeks.
- Thu Jun 25, 2015 1:52 am
- Forum: Technical Help
- Topic: Linux Birghtness
- Replies: 5
- Views: 3695
Re: Linux Birghtness
Research Optics and craft Lamps.
Research Night vision.
Research Night vision.
- Sun Jun 21, 2015 4:53 pm
- Forum: Modding help
- Topic: Calculating Energy Output from engines
- Replies: 2
- Views: 1442
Re: Calculating Energy Output from engines
{ type = "generator", name = "steam-engine", fluid_usage_per_tick = 0.1, } { type = "fluid", name = "water", default_temperature = 15, max_temperature = 100, heat_capacity = "1KJ", } 0.1 water/tick * (100 degrees - 15 degrees) * 1 kJ/degree = 8.5 kJ/...
- Sat Jun 20, 2015 6:22 pm
- Forum: Modding help
- Topic: MP problems
- Replies: 2
- Views: 1090
Re: MP problems
You can use game.players[1] for testing. But that means only the first player can use your mod. A better solution is to use the playerindex on events. game.onevent(defines.events.onguiclick, function(event) local player = game.players[event.element.playerindex] player.print("Hello world") ...
- Fri Jun 19, 2015 12:42 am
- Forum: Technical Help
- Topic: Character logistic slots innacurate for inserters?
- Replies: 2
- Views: 2133
Re: Character logistic slots innacurate for inserters?
You forgot to count the 50 inserters in your toolbar.