Search found 1516 matches
- Fri Nov 04, 2022 1:42 pm
- Forum: Releases
- Topic: Version 1.1.71
- Replies: 23
- Views: 10734
Re: Version 1.1.71
Added native support for M1 Macs. Wow! That’s fantastic! Does it use metal? No, still on openGL. Still nice. Need to try it, how it performs graphically Not sure about relative graphics performance but I’m getting ~20% UPS improvements. I never used my M1 for factorio so far, because it's rather de...
- Fri Nov 04, 2022 12:44 pm
- Forum: Releases
- Topic: Version 1.1.71
- Replies: 23
- Views: 10734
- Fri Nov 04, 2022 12:38 pm
- Forum: Technical Help
- Topic: Every few minutes I get a tiny freeze
- Replies: 13
- Views: 653
Re: Every few minutes I get a tiny freeze
Maybe it's memory related, that it's getting low? That's what I was thinking, that dedicated memory to factorio was somehow limited at lower values, or that maybe something is causing my game to consume much more memory than it's supposed to (but if it's a memory leak related to the map then it sho...
- Fri Nov 04, 2022 12:33 am
- Forum: Technical Help
- Topic: Every few minutes I get a tiny freeze
- Replies: 13
- Views: 653
Re: Every few minutes I get a tiny freeze
You could press F4 and enable "show-time-usage" When the freeze happens, you can look, if a mod or something is using a lot of time. I checked the save, but didn't notice anything yet Did you try walking around? Maybe to the north a bit? Or examining the north front? I wish I could read i...
- Thu Nov 03, 2022 10:07 pm
- Forum: Technical Help
- Topic: Every few minutes I get a tiny freeze
- Replies: 13
- Views: 653
Re: Every few minutes I get a tiny freeze
You could press F4 and enable "show-time-usage"
When the freeze happens, you can look, if a mod or something is using a lot of time.
I checked the save, but didn't notice anything yet
When the freeze happens, you can look, if a mod or something is using a lot of time.
I checked the save, but didn't notice anything yet
- Wed Oct 26, 2022 3:10 pm
- Forum: General discussion
- Topic: Why are you guys so pressed?
- Replies: 26
- Views: 4462
Re: Why are you guys so pressed?
I would like to see regular FFFs again. But that is my perspective as a player. On the other hand i see, that writing these and working with the responses of the community is a rollercoaster on its own and including these in the development process. But there is one thing that Wube should consider:...
- Wed Oct 26, 2022 11:30 am
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 868
Re: I suddenly got "game over" for no apparent reason
Maybe stupid question, but did you launch the rocket? 

- Tue Oct 25, 2022 11:51 am
- Forum: Technical Help
- Topic: Non-blocking saves?
- Replies: 8
- Views: 565
Re: Non-blocking saves?
I would kill for this feature on Windows. Question is, who would not? Installing Linux f.e. EndavourOS or Linux Mint is an option before committing a crime :P Maybe in a VMWare, but it might have some Performance drawbacks Or install in parallel, which I have done. And now, I mainly use Linux fun f...
- Tue Oct 25, 2022 11:39 am
- Forum: General discussion
- Topic: Why are you guys so pressed?
- Replies: 26
- Views: 4462
Re: Why are you guys so pressed?
Why is everyone so angry at the devs for taking a long time for the expansion? You haven't paid for it, so what the issue? They're trying to deliver a quality product, and not a cash grab or glitchy expansion. Can you guys stop getting on the devs ass and just let them develop the game in peace? --...
- Mon Oct 17, 2022 9:03 am
- Forum: Outdated/Not implemented
- Topic: Replay Migration
- Replies: 2
- Views: 492
Re: Replay Migration
I have several tipps to maintain a replayable savefile: - Use standalone factorio version, not steam version. No forced updates through steam - Never update mods or change startup settings. - If you absolutely have to update something, you can: >* (place the inventory of the current character in a c...
- Thu Oct 13, 2022 8:32 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9160
Re: why prod modules are important
Why are you repeating what I wrote? Sorry, I felt the need to make it more clear. Esp. also what mmmPi pointed out, that the pollution production per miner with prod modules is not only dependent on the power consumption, but the miner itself produces more on top. Regarding this: Prod modules make ...
- Wed Oct 12, 2022 1:50 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9160
Re: why prod modules are important
One prod module is a fixed investment, just like the mining productivity research. The research creates more ore output out of thin air. Essentially, it enlarges every ore resource by the researched factor. The prod modules convert energy into more output of every intermediate material, so they red...
- Tue Oct 11, 2022 11:55 pm
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 9160
Re: why prod modules are important
So in small emerging base, I see no use in modules. Efficiency modules may get handy because of the smaller pollution footprint. Single speed modules may get handy if single assembling machines need more output and you cannot expand your base easily. For a larger amount of production modules, there...
- Sun Oct 09, 2022 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Remember Scroll Position of Blueprint List-View in BP book-window
- Replies: 6
- Views: 1001
Re: Remember Scroll Position of Blueprint List-View in BP book-window
I want to up this. My usecase is, that I have a blueprint book from library as shortcut in my hotbar. Then I right click on it to open to book, when I want to edit a blueprint. (I'm not talking about using the book to place the next blueprint, this works all right) When I have many blueprints in tha...
- Fri Oct 07, 2022 10:43 am
- Forum: Technical Help
- Topic: 1.1.69 Super Blurry
- Replies: 5
- Views: 417
Re: 1.1.69 Super Blurry
I would also download the nonsteam version with pristine config settings and check, if something is configured not optimal in factorio from the older computer.
https://factorio.com/download
https://factorio.com/download
- Wed Sep 28, 2022 8:00 am
- Forum: Gameplay Help
- Topic: [1.1.30] No warning, if i save over an existing savefile
- Replies: 20
- Views: 3194
Re: [1.1.30] No warning, if i save over an existing savefile
I agree with SoShootMe in that we should have a "Save as". The buttons would need to be reordered, though (I note that part of the complaint is accidental clicking of the wrong one, and tbh, in most cases I see them ordered save then load, not load first like in Factorio). "Save"...
- Tue Sep 27, 2022 10:30 am
- Forum: Gameplay Help
- Topic: Hitting enter on delete save file dialog does nothing. But it gets queued and executed, after the dialog is clicked away
- Replies: 0
- Views: 261
Hitting enter on delete save file dialog does nothing. But it gets queued and executed, after the dialog is clicked away
I'm not sure, if this is considered a bug I want to delete a savefile in-game, I press DEL Button and a delete dialog appears Result: If I want to confirm with ENTER, nothing happens, but it gets queued. I have to use E or click confirm with the mouse. After I confirmed with E or the mouse, the queu...
- Tue Sep 27, 2022 10:19 am
- Forum: Gameplay Help
- Topic: [1.1.30] No warning, if i save over an existing savefile
- Replies: 20
- Views: 3194
Re: [1.1.30] No warning, if i save over an existing savefile
So, I want to stress this topic again. Please give me warning dialog, when I overwrite any save file. It's quite an annoyance, even when it only happens once or twice in an hour. My use case is: - I load a save - Play a bit and get some progress - Save to a continuous filename (This is for safety, t...
- Sat Sep 24, 2022 4:09 pm
- Forum: Desyncs with mods
- Topic: Please close: [1.1.61] Desync while replaying a save file with mods
- Replies: 1
- Views: 334
Re: [1.1.61] Desync while replaying a save file with mods
OK, I think it's related to the mod "autobuild", which gets screwed, when you activate/deactivate the building function. I had some electroyzers marked for deconstruction to deactivate them (save power) Then I reactivated them by remove the mark on the electrolyzers, but the mod autobuild ...
- Sat Sep 24, 2022 3:10 pm
- Forum: Desyncs with mods
- Topic: Please close: [1.1.61] Desync while replaying a save file with mods
- Replies: 1
- Views: 334
Please close: [1.1.61] Desync while replaying a save file with mods
Disclaimer: Updating anything to the most current version would break the replay, so its not possible to replay it on latest version. I have a desync, when trying to replay a save file. Timestamp: 55:34 (I don't play in Multiplayer mode, in case that matters) Screenshot_2022-09-24_16-43-45.png I man...