Search found 417 matches
- Sat Dec 03, 2016 11:14 am
- Forum: News
- Topic: Friday Facts #167 - Reactors Operational
- Replies: 120
- Views: 57174
Re: Friday Facts #167 - Reactors Operational
Will the large desert rocks be breakable? I'm imagining if not digged by hand one would need to bring a mining drill (or some new drill - break front, output back) to bring it down. Or maybe explosive tank shell?
- Wed Nov 23, 2016 6:49 am
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42503
Re: [MOD 0.14.x] VehicleSnap 1.14.0
New version is out again, hope it still works for you as it did on my tests. I've seen this mod use around 0.02ms of tick time per frame, which was about same as most mods, but some mods managed to get off with less too. So i figured, what processing do i really need to do when nobody is even in a c...
- Sun Nov 20, 2016 8:54 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45170
Re: Friday Facts #165 - Death by a thousand cuts
Regarding playing with different mods, is there an easy way to play several local games with different mods and switch between them without having to manually toggle the mods needed? I know Factorio has to restart when changing mods, but it would be great to have a button that lets one switch to th...
- Sun Nov 20, 2016 8:25 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 45170
Re: Friday Facts #165 - Death by a thousand cuts
I too have been silently concerned about performance of my mod sometimes. It takes just 0.25ms or so but it was more than many actually big mods. So when i looked in the code: script.on_event(defines.events.on_tick, function(event) if game.tick % 2 == 0 then for i = 1, #game.players do local player ...
- Wed Nov 09, 2016 9:47 pm
- Forum: Multiplayer
- Topic: Multiplayer in Campaign mode
- Replies: 6
- Views: 5991
Re: Multiplayer in Campaign mode
Hey guys, was this issue solved? I am having the same issue and can't find a fix. It seems this depends on map you want to play. We played the 1 map where you have a wrecked base and then 2 train stations left and right. Other player had no objective UI at all, and once we finished them the game ju...
- Sat Oct 29, 2016 11:05 am
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 63626
Re: Friday Facts #162 - Theme Art Again
You have my support too for removing alien artifacts from game, at least as they are now. I keep finding hundreds of them laying on ground as garbage everywhere recently. It drops in so large quantities that you cannot possibly collect all of it, or it would be very tedious task. At the very least t...
- Thu Oct 27, 2016 5:53 pm
- Forum: Mods
- Topic: [0.12.0] static game difficulty
- Replies: 15
- Views: 18813
Re: [0.12.0] static game difficulty
I made a manual update for 0.14 and it's still working well (attached). Can tell because evolution is still 0.0000 after 1 hour of playing. To compensate i'm using hardest possible settings for aliens in worldgen when using this mod.
- Wed Oct 26, 2016 8:34 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.16] [Klonan] Gates unresearsheable in New Hope level-01
- Replies: 3
- Views: 3294
Re: [0.14.16] Gates unresearsheable in New Hope level-01
Walls research is missing from the tree.
- Mon Oct 24, 2016 1:02 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 43335
Re: [MOD 0.14] Text Plates
Pic from ingame, in case you're wondering what it looks like. Very clean mod imo. (ignore the top right gray stripe, hid fps counter..)
- Mon Oct 17, 2016 5:13 am
- Forum: Mods
- Topic: [MOD 0.12.x] Advanced turrets
- Replies: 6
- Views: 15646
Re: [MOD 0.12.x] Advanced turrets
Any chance for at least sniper turret version for 0.14?
- Sun Oct 16, 2016 7:50 am
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 30135
Re: [0.13]|[0.12.30] Tankwerkz Ltd
Goliath tank has 6000 health, but Goliath Heavy tank only 1500. Bug? I see the "Heavy" version is much cheaper to craft though.. odd.
- Sun Oct 16, 2016 7:32 am
- Forum: MoMods
- Topic: (0.13.4) MoCombat 0.6.0
- Replies: 6
- Views: 18528
Re: (0.13.4) MoCombat 0.6.0
Not sure if this is bug, but on tooltip for mocombat Portable fusion reactor Mk2 it has Maximum power output 150 kW. Vanilla fusion reactor makes 750 kW... so "upgrading" to Mk2 would be serious downgrade? Mk3 also 150 kW and Mk4 300 kW.
- Sat Oct 15, 2016 6:50 am
- Forum: Releases
- Topic: Version 0.14.14
- Replies: 17
- Views: 22522
Re: Version 0.14.14
How do i do that on dedicated server?FactorioBot wrote: [*]Added multiplayer server option "Autosave only on server".
- Thu Oct 13, 2016 1:48 am
- Forum: Mods
- Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
- Replies: 9
- Views: 8682
Re: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
Update to 0.14 pls?
- Thu Oct 13, 2016 1:33 am
- Forum: Mods
- Topic: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
- Replies: 19
- Views: 32200
Re: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
I was testing this mod a bit in 0.14, and i found out it is the cause for 5 fps drop spikes every 10 seconds. I timed it and everything. Disabled and enabled this mod a couple times to be sure it's indeed this mod's fault. That was at a daytime base too, which shouldn't be the area this mod even eff...
- Thu Oct 13, 2016 12:08 am
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 287347
Re: [MOD 0.12.x] Landfill (2.1.7)
You can use Landfill in 0.14, you need to replace 1 line. Open \Landfill_2.1.10.zip\Landfill_2.1.10\info.json ... Where do you find 2.1.10? I only see 2.1.7 for Factorio 0.12.x. I'm only looking for the water creation mechanic, vanilla landfill works well enough. Nvm, it's just first post not updat...
- Wed Oct 12, 2016 11:21 pm
- Forum: Mods
- Topic: [MOD 0.14] HUD Combinator
- Replies: 10
- Views: 3936
Re: [MOD 0.14] HUD Combinator
Any screenshots on what kind of HUD we should be expecting to see?
- Fri Sep 30, 2016 8:00 pm
- Forum: Not a bug
- Topic: [0.14.7] Lags and very low UPS in MP
- Replies: 21
- Views: 7267
Re: [0.14.7] Lags and very low UPS in MP
Removing all the robot bays from the map Do you mean remove all the roboports? Because that's not really an option. The map had 1500 robots of which 250 or so were flying. I just removed enough of them that logistics were interrupted and no robot were flying anymore. That was our 1 fps -> 60 fps fi...
- Mon Sep 19, 2016 8:38 pm
- Forum: Not a bug
- Topic: [0.14.7] Lags and very low UPS in MP
- Replies: 21
- Views: 7267
Re: Network issue causing lagfest and low fps [0.14.7]
Yes we tried 3 times. He was forced to Alt+F4 to quit the game.
- Mon Sep 19, 2016 1:45 pm
- Forum: Not a bug
- Topic: [0.14.7] Lags and very low UPS in MP
- Replies: 21
- Views: 7267
Re: Network issue causing lagfest and low fps [0.14.7]
His screenshot shows 237ms per frame on Entity Update. Any clue to where it comes from or it could be improved?