Search found 454 matches
- Sun Aug 28, 2016 6:42 am
- Forum: Not a bug
- Topic: [0.14.1] Evolution factor from forest fire
- Replies: 1
- Views: 798
[0.14.1] Evolution factor from forest fire
This is probably a Won't Fix, but when using the /evolution command at the start of the game, Time is 100% As soon as the player starts generating pollution with machines like the burner miner, Time drops to 99% (Pollution remains at 0% due to rounding, presumably) This shows that it is the *emissio...
- Sat Aug 27, 2016 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Less annoying warning about console commands
- Replies: 4
- Views: 1222
Re: Less annoying warning about console commands
You could always edit the control.lua for your save.
- Sat Aug 27, 2016 3:16 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Equipment and Module Copy-Paste
- Replies: 3
- Views: 2253
Re: [0.14] Equipment and Module Copy-Paste
Modules are a secondary concern, given that blueprints contain modules as of 0.13. Copying and pasting equipment grid layouts filled from the player's inventory if possible would be far more helpful. That said, after doing some research I believe a mod should be able to do both. But it would be a go...
- Sat Aug 27, 2016 11:43 am
- Forum: Ideas and Suggestions
- Topic: [0.14] Equipment and Module Copy-Paste
- Replies: 3
- Views: 2253
[0.14] Equipment and Module Copy-Paste
If we're going to have fleets of trains equipped with all sorts of new upgrades, we could use a way to copy and paste common setups. Just have copy-paste automatically insert the equipment to make a 2nd entity's grid identical. (Copy-paste while in inventory too?) Could this be extended to assembler...
- Sat Aug 27, 2016 11:38 am
- Forum: Ideas and Suggestions
- Topic: [Train Pathing] Include Ghost Images
- Replies: 7
- Views: 2543
Re: [Train Pathing] Include Ghost Images
Trains crashing into the end of the rail wouldn't be a problem as long as that state were detected as "stopped" for the purpose of activating construction bots. I envision having every train in the network (or at least the exposed parts of the network outside of any walled regions) built w...
- Sat Aug 27, 2016 2:57 am
- Forum: Ideas and Suggestions
- Topic: [Train Pathing] Include Ghost Images
- Replies: 7
- Views: 2543
[Train Pathing] Include Ghost Images
With the arrival of trains carrying roboports of their own, trains can now build, repair, and replace their own rail. Amazing! However, if a section of track is destroyed, a train will stop in its tracks and give a No Path error well before it has a chance to repair/replace the damaged rail. So: Wou...
- Sat Aug 27, 2016 1:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.1] Desync
- Replies: 4
- Views: 1147
Re: [0.14.1] Desync
Same server, later time.
Attaching desync report.
Attaching desync report.
- Sat Aug 13, 2016 5:25 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 81749
Re: Friday facts #151 - The plans for 0.14
I do like the idea of making nuclear plants less responsive - right now both solar and steam power will happily provide exactly as much power as you need at the moment, but if nuclear plants needed time to ramp up and down their power generation (by which I mean 'the amount of water they are boilin...
- Mon Jul 25, 2016 6:48 am
- Forum: Not a bug
- Topic: [13.10] Biome at start-area not influenced by water setting
- Replies: 5
- Views: 2149
Re: [0.13.10] [Pending] Map generation
Regarding desert starts, AntiElite: It is possible to get them, they're just random and significantly less common than in 0.12. Personally I like that, for containing pollution, but the ability to control the biome bias of your starting area or even the whole world would be very nice. That said: 0.1...
- Sat Jul 23, 2016 9:02 pm
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 39510
Re: Version 0.13.10
Regarding "Added logistics auto-trash slots: the opposite of logistic request slots." May I suggest to set the minimum amount in the trash config to the amount of items requested? Currently it's creating kind of a race condition if you set the trash-amount lower than the request amount. B...
- Fri Jul 22, 2016 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Discuss: Power Switch should not "Blink"
- Replies: 71
- Views: 35592
Re: Discuss: Power Switch should not "Blink"
Alright, this looks like the correct thread to post this: https://www.reddit.com/r/factorio/comments/4u3j1g/using_power_switches_to_limit_idle_power_drain/d5moatq?context=2 Simply put: Make any power network's Total Power Drain (from machines with such a value, added up) have some large multiple (li...
- Fri Jul 15, 2016 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Multiplayer] Click-dragging with big power pole UPS drop
- Replies: 6
- Views: 4056
Re: [Multiplayer] Click-dragging with big power pole UPS drop
It was on the default 250 at the time.
- Fri Jul 15, 2016 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Multiplayer] Click-dragging with big power pole UPS drop
- Replies: 6
- Views: 4056
Re: [Multiplayer] Click-dragging with big power pole UPS drop
Sure thing. I should have noted additionally that the performance hit if existent is not noticeable in single-player, and it also does not require walking. It's simply click-dragging (trying to auto-place).
- Fri Jul 15, 2016 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Multiplayer] Click-dragging with big power pole UPS drop
- Replies: 6
- Views: 4056
Re: [Multiplayer] Click-dragging with big power pole UPS drop
Apparently other people I play with can't cause it. It starts out okay, then falls behind gradually. Multiplayer waiting statistics on my end go from 1 to around ~7 for a peer, but 20->100-> stable at 170 on me from their perspective. They feel the slowdown equivalent to my visible UPS, even though ...
- Fri Jul 15, 2016 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Multiplayer] Click-dragging with big power pole UPS drop
- Replies: 6
- Views: 4056
[Multiplayer] Click-dragging with big power pole UPS drop
Occasionally during multiplayer, drag-placing big power poles will dramatically reduce UPS. It tends to work fine for the first few poles, then slow down for various reasons. Likely causes are collision with the player or attempted placement/connectivity with approaching other poles. Either way it s...
- Mon Jul 11, 2016 11:14 am
- Forum: Balancing
- Topic: [0.13] Increase copy/paste filter numbers for requester chests
- Replies: 16
- Views: 5389
Re: [0.13] Increase copy/paste filter numbers for requester chests
Just one more thought: While adding, it probably ought to add 2x at a time so the current behavior from a single paste is maintained. If anyone cares about the difference between 2, 4, 6x, etc. and 3x, 5x, etc., they can take the time to set it manually.
- Sun Jul 10, 2016 8:19 pm
- Forum: Balancing
- Topic: [0.13] Increase copy/paste filter numbers for requester chests
- Replies: 16
- Views: 5389
Re: [0.13] Increase copy/paste filter numbers for requester chests
Hm. Nice idea. Not intuitive (the whole feature isn't), and it would work for 90% of the cases I think. Good enough. Maybe: Instead of adding multiplying by 2? The idea actually came to me when setting up bot-based production with paired assemblers feeding from a requester chest, which would be gre...
- Sun Jul 10, 2016 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: *[13.0 > .8] Crash in server browser
- Replies: 8
- Views: 5665
Re: [0.13.0] Crash in server browser
And again in 0.13.6 -- just from opening the public games list. 8626.613 Info WindowsUDPSocket.cpp:59: Opening socket at port (0) 8626.750 Error CrashHandler.cpp:108: Exception Code: c0000005, Address: 00007FF670965C20 8626.750 Error CrashHandler.cpp:118: Exception Context: rax=000001b34ccd2020, rbx...
- Sun Jul 10, 2016 2:00 am
- Forum: Balancing
- Topic: [0.13] Increase copy/paste filter numbers for requester chests
- Replies: 16
- Views: 5389
Re: [0.13] Increase copy/paste filter numbers for requester chests
There's a simple solution I thought of today, before finding this post. I'll add it here instead of making a new thread (it was intended to address #2, below, but applies here--#1). Make copy-pasting recipes onto requester chests *ADD* the components rather than completely reprogramming the chests. ...
- Tue Jul 05, 2016 8:02 pm
- Forum: Duplicates
- Topic: [0.13.0] Terrain segmentation
- Replies: 50
- Views: 21901
Re: [0.13.0] Terrain segmentation
Another thing i've noticed is if I set enemy spawns to low or very low everything, but starting area to "none" it's as if the biter settings got turned to very high. That sounds reasonable because if you don't have a starting area there's no ramp of difficulty. It's more of a mod option, ...