Search found 115 matches
- Mon Oct 13, 2014 9:00 pm
- Forum: General discussion
- Topic: Having Trouble Downloading Older Experimental Versions
- Replies: 6
- Views: 1834
Re: Having Trouble Downloading Older Experimental Versions
I use DyTech Inserters, NoMoreBots, Rail Layer, and TimeButtons (among others) with 0.10.12. Mostly the zip files/ folders need to be renamed to match what's in the mod's info.json . When running Factorio from the command line the errors it gives will tell you what the mod's file/folder should be na...
- Mon Oct 13, 2014 7:50 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 259381
Re: Tips & Tricks
Well, that's *how* it does it, but the inferred end goal was the combination of two items on two belts heading in opposite directions, into one belt that heads perpendicularly to the original two, with a throughput as high as possible. *shrug* still useful in any case. :) No doubt, though I gotta s...
- Sat Oct 11, 2014 3:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12.10773] Crash after loading a savegame
- Replies: 6
- Views: 2788
Re: [0.10.12.10773] Crash after loading a savegame
That save segfaults for me on linux x64. Fortunately I've never personally had one of my saves crash just from loading the save and waiting . I wonder if this spells a 0.10.13 fix. Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffeae0f700 (LWP 11018)] 0x000000000059aae...
- Sat Oct 11, 2014 3:01 pm
- Forum: Gameplay Help
- Topic: Tips, Designs, & Tricks
- Replies: 210
- Views: 259381
Re: Tips & Tricks
How to join items onto 2 sides of an express belt faster than a T joining intersection. I haven't measured it but it prevents resource starvation on my advanced circuits line.
Shouldn't this thread be stickied or something?
Shouldn't this thread be stickied or something?
- Thu Oct 09, 2014 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Crafting
- Replies: 2
- Views: 1143
Re: Crafting
It would have been handy a few times for me but I don't think it's a high priority.
- Thu Oct 09, 2014 3:30 pm
- Forum: Balancing
- Topic: Transport belt to ground: cost inconsistancies.
- Replies: 12
- Views: 19665
Re: Transport belt to ground: cost inconsistancies.
Same here.arl85 wrote:I agree that underground transport should require at least some transport belts of the same type (normal, express, etc...)
- Thu Oct 09, 2014 3:28 pm
- Forum: Balancing
- Topic: About (raw) wood recipes
- Replies: 5
- Views: 11092
Re: About (raw) wood recipes
I agree with increasing wood stack size to 100 and bringing the wood/chest fuel values more in line even though I don't think most people burn such things except to dispose of excess. Perhaps something like:
wood =1.5MJ
chest = 5MJ
wood =1.5MJ
chest = 5MJ
- Thu Oct 09, 2014 3:19 pm
- Forum: Balancing
- Topic: Reduce Green Coral Health
- Replies: 9
- Views: 16875
Re: Reduce Green Coral Health
Don't forget grenades. I've lobbed more grenades at trees than biters. The combat shotgun is also effective. If you are into mods there is the explosive termites mod that will destroy trees/coral with extreme prejudice.
- Mon Oct 06, 2014 9:43 am
- Forum: Gameplay Help
- Topic: Exploiting enemy spawning
- Replies: 6
- Views: 2341
Re: Exploiting enemy spawning
I'll admit that on some games I would place a single wall at the site of a destroyed nest so I didn't need to be concerned about them coming back. Yeah, it seems slightly cheaty. Spawn limitation changing with evolution might be a good idea.
- Sat Oct 04, 2014 10:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Blueprint problems
- Replies: 7
- Views: 5930
Re: [0.10.12] Blueprint problems
I can't seem to get Factorio to crash from this. I'm not sure what the difference would be but I do run the Linux x64 version. As for the wire not being added to the total I recall some thread where the devs said it was more or less intended. Besides if a power pole hooks up to 4 others you don't ha...
- Wed Sep 17, 2014 7:30 pm
- Forum: Releases
- Topic: Version 0.10.12
- Replies: 37
- Views: 51879
Re: Version 0.10.12
In spite of the minor issues remaining I think this will be our awaited stable version. Enjoy the quick radar rescan when loading old saves (done since there were changes to what is drawn on the map) better make bitter-setler Normal biters already settle. I've seen new nests but never caught them in...
- Wed Sep 17, 2014 5:57 am
- Forum: Balancing
- Topic: Supression of the size shift of electric furnaces
- Replies: 86
- Views: 60779
Re: Supression of the size shift of electric furnaces
I think electric furnaces are just fine currently. I like having some trade offs with the electric furnace. I've gotten the rocket defense with only steel furnaces because I had lots of coal. However in my current game with resource spawner overhaul coal rarity made me put a big effort into going to...
- Wed Sep 17, 2014 5:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] underground belts, vibrating screen
- Replies: 6
- Views: 1988
Re: [0.10.x] underground belts, vibrating screen
I can only notice that vibration on the closest of zoom levels. I'd never have noticed if you didn't say anything.
- Wed Sep 17, 2014 5:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Energy Shield recharges 2 times too fast
- Replies: 2
- Views: 1137
Re: [0.10.12] Energy Shield recharges 2 times too fast
I can confirm this. 150 shields * 30 J/shield =4500J the shield mk2 prototype says max_shield_value = 150, energy_source = { type = "electric", buffer_capacity = "180J", input_flow_limit = "180W", usage_priority = "primary-input" }, energy_per_shield = "3...
- Tue Sep 16, 2014 10:36 pm
- Forum: Not a bug
- Topic: [0.10.11] Cannot built train stop, if tracks too near
- Replies: 9
- Views: 3669
Re: [0.10.11] Cannot built train stop, if tracks too near
Ssilk use your rotate key in this scenario.
- Tue Sep 16, 2014 10:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Low FPS due to slow flip
- Replies: 15
- Views: 7073
Re: [0.10.9] Low FPS due to slow flip
It turns out that during my previous tests the forest didn't want to give me low fps with vsync enabled. I had been mostly running with vsync off since my initial tests so I didn't see it. I saw that happen today. Disabling vsync causes the low fps to go away. I don't know why it didn't give me low ...
- Tue Sep 16, 2014 7:58 pm
- Forum: Not a bug
- Topic: [0.10.12] Radars from old saves scan fast temporarily
- Replies: 1
- Views: 868
[0.10.12] Radars from old saves scan fast temporarily
I'm not sure that this need to be fixed since it goes away and I couldn't get it to happen in a fresh sandbox game. Saving and reloading doesn't cause this to happen again. Just thought you guys should know. Steps to reproduce: 1 Open an old save like this one . 2 Look at the map. (if you wait more ...
- Mon Sep 15, 2014 7:41 pm
- Forum: Minor issues
- Topic: [0.10.11][linux] copying/cuting text out of command console
- Replies: 4
- Views: 7606
[0.10.11][linux] copying/cuting text out of command console
Pasting text from outside Factorio into the command console(ctrl-v) works perfectly fine until you try and copy or cut text out of the console(ctrl-c/x). The first cut/copy sometimes works and other times it puts binary data in the clipboard ( 33 01 00 00 00 00 00 00 1F 00 00 00 00 00 00 00 74 01 00...
- Mon Sep 15, 2014 4:19 pm
- Forum: Not a bug
- Topic: Logistics Chests Priorities
- Replies: 5
- Views: 1911
Re: Logistics Chests Priorities
What version of Factorio are you running? The 0.9.8 stable release should work the way you describe. The 0.10.x branch hasn't yet shifted to be the new stable version but it should happen soon. On 0.10.11 logistic robots would rather grab stuff I'm requesting from a storage chest a few hundred tiles...
- Mon Sep 15, 2014 3:29 pm
- Forum: Minor issues
- Topic: [0.12.19] mouse wheel left/right names, binds but don't work
- Replies: 1
- Views: 6367
[0.12.19] mouse wheel left/right names, binds but don't work
The other thread made me curious about obscure control issues and I found a couple. I use this mouse on linux x64. In the controls menu when you try and set an action to mouse wheel left it says "Mouse wheel right" and conversely when you try to set an action to mouse wheel right it says ...