Search found 109 matches
- Thu Sep 04, 2014 5:09 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 319846
Re: A tool to help you optimise your production lines.
Nice tool. And it actually supports Ubuntu. I swapped the two conditions near DataCache.cs:184 because it complained about "/home/β¦/.config/Factorio" which doesn't exist. if (Directory.Exists(FactorioDataPath)) I think it makes sense to swap them so the if condition matches what is passed ...
- Thu Sep 04, 2014 1:46 pm
- Forum: Ideas and Suggestions
- Topic: [low prio, for later] Dynamically linked allegro executable
- Replies: 4
- Views: 2423
[low prio, for later] Dynamically linked allegro executable
Hi! So this is not really an idea, it's just a suggestion / wishful thinking for the way factorio is distributed on Linux. It tries to solve a problem that does not actually exist yet, so simply ignore it for some time. :D As we all know, most libraries used on GNU/Linux systems have problems with A...
- Thu Sep 04, 2014 12:03 am
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216344
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Good thing there is a backup.
I love how you stay pretty calm even though half of the factory was "accidentally" deconstructed.
- Sun Aug 31, 2014 3:19 pm
- Forum: General discussion
- Topic: Take down pirates
- Replies: 14
- Views: 6328
Re: Take down pirates
I don't agree with most of the posts above. Well, I do agree that piracy increases popularity and therefore profit in this case. Still, that doesn't make it okay to pirate something. If the devs wanted to give this game away for free and then ask to voluntarily spend some money on it if you like it,...
- Sat Aug 30, 2014 5:37 pm
- Forum: Gameplay Help
- Topic: Building useful Rail Networks
- Replies: 11
- Views: 6291
Re: Building useful Rail Networks
There is a "Fat Controller" mod that offers train remote control. Open the train GUI, click the "add train" button, and then you can always use the "C" button to center the view on that train and change its schedule etc. no matter where it might be at that time. I use t...
- Fri Aug 29, 2014 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts about circuit network (while I'm just on it)
- Replies: 36
- Views: 19337
Re: Thoughts about circuit network (while I'm just on it)
Even with a nice sprite for the switch, it would still need to be constructed out of at least 3 "separate" power-pole-like buildings (entities), as far as I can tell. Sure, they don't have to look like power poles, the sprite can be changed and I think the cable connection position can be ...
- Fri Aug 29, 2014 10:29 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216344
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Wow, I can't reach that many oil wells in my current map when allowing an estimated 1 minute train ride. :D Nice starting area. (Okay, I'm using the ressource spawner overhaul mod because I love trains so much, that's why there's no abundance of ressources on my map.) Still, I use solid fuel for tra...
- Fri Aug 29, 2014 4:37 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216344
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
That prank turned out to be a lot of fun! We need a mod for that.
Massive biter attacks that actually kill your defenses.
I hope FKOD manages to run back home alive.
- Fri Aug 29, 2014 11:51 am
- Forum: Energy Production
- Topic: [0.8.x] Big solar farm
- Replies: 49
- Views: 161034
Re: [0.8.x] Big solar farm
This is a nice one. Especially the roboport inclusion. I'm going to migrate my solar setup to something like this.DaveMcW wrote:Here is the layout I use. It combines solar panels, accumulators, roboports, and access lanes in one complete package.
- Wed Aug 27, 2014 10:32 pm
- Forum: Pending
- Topic: [0.9.8] [cube] graphical glitches on Ubuntu
- Replies: 9
- Views: 10536
Re: [0.9.8] graphical glitches on Ubuntu
Just in case anyone is still suffering from this, you could test the workaround to use smaller textures that fixes some intel problems: https://forums.factorio.com/forum/viewtopic.php?p=36595#p36595 Maybe it can help in this case, too. It's worth a try. Nice to see the list of open bugs report shrin...
- Wed Aug 27, 2014 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts about circuit network (while I'm just on it)
- Replies: 36
- Views: 19337
Re: Thoughts about circuit network (while I'm just on it)
So I took a look at the lua API and lua itself and hacked something together using only chests and poles. There's only 1 "input" / "sensor" right now: - Chest contents (vector of item names with item counts) There are 3 "modules": - Filter module: It's a chest with one ...
- Wed Aug 27, 2014 11:13 am
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190112
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I skipped no oil area, but thanks for that hint! I'd still prefer 20 wells with only 0.1/s over one well with 2/s, since the 20 wells will never drop to 0/s, but the one well will soon drop to 1/s and then 0.1/s eventually. So for the long term, many almost-depleted wells are much better than a few ...
- Tue Aug 26, 2014 4:34 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216344
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Did this actually increase smelting throughput? I don't think so. I'd say it decreased smelting throughput and increased power usage. Correct me if I'm wrong. Not sure about solid fuel usage.
- Mon Aug 25, 2014 7:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.2][kovarex] sience packs disappear
- Replies: 23
- Views: 10121
Re: [0.10.2][kovarex] sience packs disappear
How about this: Instead of taking the science packs from the lab's inventory when a "lab processing period" starts, why not take them at the end of the period? As soon as a lab is placed and connected to energy, the bar in the lab GUI would start to fill up and stop right at 100%. At that ...
- Sun Aug 24, 2014 10:01 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 216344
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
So infectum13 temporarily killed blue science, then fixed it by breaking something else, now that other issue was fixed by Xterminator, breaking blue science again. Nice! :D And there's no iron in parts of the factory even though no blue science production is going on, nice! I liked the episode. Ig...
- Sun Aug 24, 2014 1:19 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 190112
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I love this mod! I've been playing a game using this for some time and really enjoy the new challenge. I feel that oil is a little bit too rare, or maybe that's bad luck? I stumbled upon a 2.7 million copper field, and some few-hundred-thousand iron fields relatively close (a minute or two by train ...
- Sun Aug 24, 2014 12:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8] - freeze when trying to remove a provider chest
- Replies: 10
- Views: 2932
Re: 9.8/10.8 - freeze when trying to remove a provider chest
Yes, please. I hate when that spilling on the floor happens. It's no fun having to clean that mess up.
Of course, I'd prefer to see my 50000 rocket defenses decorating the floor in my base over having them removed completely if my inventory is full when picking up a chest.
Of course, I'd prefer to see my 50000 rocket defenses decorating the floor in my base over having them removed completely if my inventory is full when picking up a chest.
- Fri Aug 22, 2014 12:42 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts about circuit network (while I'm just on it)
- Replies: 36
- Views: 19337
Re: Thoughts about circuit network (while I'm just on it)
I love DerivePi's illustration of the circuit network ideas! Another "incredible" from me :) I'd love to be able to play around with something like that. I'm afraid our chances might not be too good though, let's see. Maybe if the mod API allows some cable management, some parts can be mod...
- Thu Aug 21, 2014 12:45 pm
- Forum: Technical Help
- Topic: First load *incredibly* slow ( > 20 minutes) [Resolvedish]
- Replies: 4
- Views: 8135
Re: First load *incredibly* slow ( > 20 minutes) [Resolvedis
This seems to indicate that allegro desn't work too well in combination with the nvidia driver in some (rare?) cases, maybe it depends on the hardware used? https://www.allegro.cc/forums/thread/614008 Since Factorio uses allegro, fixing it should fix Factorio if the devs pick up the allegro patch. H...
- Sat Aug 16, 2014 3:20 pm
- Forum: Pending
- Topic: [Linux x64] Segmentation fault when resizing game window
- Replies: 4
- Views: 4364
Re: [Linux x64] Segmentation fault when resizing game window
I did this: * Start factorio (windowed mode, comes up at 1280x720) * While the loading screen is still active, maximize the factorio window (to some odd resolution close to 1920x1080, I have the unity bar on the left and the system unity bar on the top of the screen) * Observe that the loading scree...