Search found 417 matches

by Zaflis
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?
by Zaflis
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...
by Zaflis
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...
by Zaflis
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 ...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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.
by Zaflis
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.
by Zaflis
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..)
by Zaflis
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?
by Zaflis
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.
by Zaflis
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.
by Zaflis
Sat Oct 15, 2016 6:50 am
Forum: Releases
Topic: Version 0.14.14
Replies: 17
Views: 22522

Re: Version 0.14.14

FactorioBot wrote: [*]Added multiplayer server option "Autosave only on server".
How do i do that on dedicated server?
by Zaflis
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...
by Zaflis
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...
by Zaflis
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?
by Zaflis
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...
by Zaflis
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.
by Zaflis
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?

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