Search found 553 matches

by Jon8RFC
Tue May 30, 2017 1:07 am
Forum: Pending
Topic: [0.15.x] Lag/stutter in multiplayer, hard drive issue?
Replies: 10
Views: 4353

Re: [0.15.x] Lag/stutter in multiplayer, hard drive issue?

On occasion Factorio uses my swap file, apparently. I have my swap file on a separate drive, and by default, Windows turns off drives after a period of inactivity which you may know. I never noticed an issue with this, either, until sometime in 0.15. I always have this disabled, but I suspect that a...
by Jon8RFC
Mon May 29, 2017 5:02 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.15.11] Shield charges faster with 1 fusion reactor
Replies: 8
Views: 5819

Re: [0.15.11] [kovarex] Shield charges faster with 1 fusion reactor

I tried to figure out some helpful info, but I'm not sure if you, Kovarex, have already done this. I'm actually kind of excited that I found this out! The ideal fusion:shield (with battery) minimum charge ratios appear to be 1:3, 2:5, 3:7. Longer times are likely due to the time it takes to insert t...
by Jon8RFC
Sun May 28, 2017 11:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.15] Back button in save menu saves the game
Replies: 3
Views: 2441

Re: [0.15.15] Back button in save menu saves the game

Thanks for the quick fix on this. (Forgot to post that.)
by Jon8RFC
Sat May 27, 2017 1:47 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] Some beacons only partially powered, on same network.
Replies: 2
Views: 1795

Re: Some beacons only partially powered, on same network.

Duplicate of my report: https://forums.factorio.com/viewtopic.php?f=7&t=47700 My beacon and inserters have low power bar as well, although I didn't highlight them in the screenshot. This has to do with unpowered poles creating a power deficit when a building/inserter/etc is within range of both ...
by Jon8RFC
Sat May 27, 2017 1:46 am
Forum: Duplicates
Topic: [0.15.10] Low electricity on one chemical lab
Replies: 7
Views: 3937

Re: [0.15.10] Low electricity on one chemical lab

I looked at it more earlier today and found that if the building/inserter/item is placed after the dead pole exists, the low power situation exists. If the dead pole is placed after the buildings, the low power issue did not exist. Duplicate report, and the beacon in my screenshot has a low red powe...
by Jon8RFC
Fri May 26, 2017 11:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.14] Beacon "shivering" in blueprint preview
Replies: 4
Views: 4419

Re: [0.15.14] Beacon "shivering" in blueprint preview

Rseding91 wrote:Thanks for the report. Added sweater to beacons living in blueprint climates. It's now fixed for the next version of 0.15.
FTFY
by Jon8RFC
Fri May 26, 2017 10:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.15] Back button in save menu saves the game
Replies: 3
Views: 2441

Re: [0.15.15] Back button in save menu saves the game

Good to know, thanks.

This was a PSA for me, so I'm worried to play and accidentally overwrite other saves, and rather than make multiple backups every time I play, I'll just wait to play until it's fixed :(
by Jon8RFC
Sun May 21, 2017 8:44 pm
Forum: Technical Help
Topic: Achievements and online time
Replies: 0
Views: 511

Achievements and online time

Just to clarify--the "online time" has nothing to do with Steam, right? It's meant to prevent people from getting achievements by joining a multiplayer game for 10 seconds? I don't know when I switched to non-steam Factorio, but I know it was before 0.15. I looked at my first save I have o...
by Jon8RFC
Sat May 20, 2017 9:20 pm
Forum: Pending
Topic: [15.12] Crash with specific save on placing a rail on: "RailPlanFinderLocation::closerRailEdge"
Replies: 4
Views: 1086

Re: [0.15.9] - Crash when placing a rail

Odd. I just tried it that save and extended from a few places, reloading the save between attempts, and didn't crash. I'm on 0.15.12 and don't use any mods.
by Jon8RFC
Sat May 20, 2017 12:44 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 151710

Re: Friday Facts #191 - Gui improvements

Minor addition: Before it's set in stone, since there is overwhelming support for the proposed changes--make the crafting icon on the tab use one of the axes instead of the repair pack. While you're at it, give the repair pack its own, dedicated slot alongside the axe. Those are two "personal&q...
by Jon8RFC
Fri May 19, 2017 9:30 pm
Forum: This Forum
Topic: Polls for registered game owners?
Replies: 5
Views: 2111

Re: Polls for registered game owners?

Even though I have bought the game, I am not in favor of -any- kind of privileges resulting from that, other then enjoying the game. Having cash doesn't make you smarter after all. Heh, I am in NO way prioritizing privilege by means of money or intelligence; I'm prioritizing legitimacy of votes. If...
by Jon8RFC
Fri May 19, 2017 7:29 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 151710

Re: Friday Facts #191 - Gui improvements

2. Personal Logistics - Add checkboxes/shortcuts to enable/disable personal roboports/logistics slots/trash slots . This is one of those shower ideas I often have, and never remember to post when I'm actually at my computer...thanks for reminding me! This would be awesome so that if I need to dump ...
by Jon8RFC
Fri May 19, 2017 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.13.17] Black map/minimap
Replies: 10
Views: 4746

Re: [0.13.17] Black map/minimap

If it's helpful, maybe you can eliminate the hardware brand or OS culprits in use. I tried a few different ways and couldn't reproduce this on Windows7 with an HD5870 while resizing manually or with alt+enter during the "catch up" phase of joining an online game, whether starting windowed ...
by Jon8RFC
Fri May 19, 2017 7:00 pm
Forum: This Forum
Topic: Polls for registered game owners?
Replies: 5
Views: 2111

Polls for registered game owners?

With the ingenious things you devs have come up with for Factorio, I'm sure you can integrate into the forum a state that makes a forum user a "registered owner" or not, and then we, or you, can make polls for things. An appropriate situation which comes to mind is the proposed UI changes ...
by Jon8RFC
Fri May 19, 2017 6:46 pm
Forum: Duplicates
Topic: [0.15.12] Achievements not working correctly
Replies: 2
Views: 1508

Re: [0.15.12] Achievements not working correctly

Ok, I think I figured out why they aren't tracking ( http://imgur.com/a/cE6xK )...huge bummer, oh well.
However, that doesn't explain why I received those three achievements when I fired up the Steam version of the game, which was odd.
by Jon8RFC
Fri May 19, 2017 6:35 pm
Forum: Not a bug
Topic: gui design issue in the research tab (infinite related)
Replies: 2
Views: 1284

Re: gui design issue in the research tab (infinite related)

This was probably just an oversight since they're mostly obsessive-compulsive people like the community is. I'm sure they'll adjust it!

Briefly, in one release, they updated it to display "17 of 8-∞", which I loved, but then it was removed :(
by Jon8RFC
Fri May 19, 2017 6:23 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 151710

Re: Friday Facts #191 - Gui improvements

I've only been playing since May 7, 2016, and I was not a fan of the filter/smart inserter color change. However, I think this UI change with tabs will be great and I have some quick additions to your awesome ideas. I will definitely miss is this: The granularity of 2 inventories is lost. Putting yo...
by Jon8RFC
Thu May 18, 2017 11:01 pm
Forum: Ideas and Suggestions
Topic: Display tech research changes on all items applicable
Replies: 1
Views: 640

Re: Display tech research changes on all items applicable

Bump, thanks for the mining drill addition!

Any chance we can see this elsewhere? I have no idea what my robots' original and current speeds are, for example, in addition to other technology researched.

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