Search found 1636 matches

by Zavian
Fri Jul 01, 2022 8:14 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 884

Re: Nuclear Reactor Copy-Recipe Wrong

Besides, copying a machine to a requestor has the requestor seek what, 30 seconds of ingredients? Nuclear fuel cell lasts 200 seconds. Would it even request anything if you could copy/paste it? Well that 30 seconds of ingredients should be a minimum of 1, to support mod recipes with long craft time...
by Zavian
Thu Jun 16, 2022 1:54 am
Forum: Gameplay Help
Topic: How do I make an inserter only place at maximum 50 coal into a train?
Replies: 3
Views: 734

Re: How do I make an inserter only place at maximum 50 coal into a train?

Filter the cargo wagon, (middle mouse click on a slot) so it will only accept one stack of coal, and 39 stacks of iron.
by Zavian
Sun May 15, 2022 3:50 am
Forum: Technical Help
Topic: [1.1.39] Steam cloud saves not syncing to Steam
Replies: 5
Views: 3580

Re: [1.1.39] Steam cloud saves not syncing to Steam

From memory steam cloud sync has a max total size. (Personally I normally turn it off, but that is because I have crappy upload bandwidth).
by Zavian
Tue May 03, 2022 4:14 am
Forum: Releases
Topic: Version 1.1.58
Replies: 19
Views: 11367

Re: Version 1.1.58

Xorimuth wrote:
Tue May 03, 2022 3:43 am
Zavian wrote:
Tue May 03, 2022 2:44 am
Alternatively is there a mod out that that allows players to add more toolbar-like slots (allowing mouse access to items and/or blueprints. I don't care about keyboard shortcuts).
https://mods.factorio.com/mod/Placeables
Thanks
by Zavian
Tue May 03, 2022 2:44 am
Forum: Releases
Topic: Version 1.1.58
Replies: 19
Views: 11367

Re: Version 1.1.58

[*]Fixed an issue with item-with-inventory extending inventories and quickbars. (https://forums.factorio.com/102095) So while skimming through the changelog I noticed the bit about "extending toolbars" and thought longer toolbars? I want that. (Specifically I want more toolbar slots witho...
by Zavian
Tue May 03, 2022 2:20 am
Forum: Technical Help
Topic: [SOLVED] Very Strange Lag Issues
Replies: 8
Views: 3264

Re: Very Strange Lag Issues

From everything that you post it sounds like your pc is having trouble keeping up with the server. It might be worth testing without other software running on your PC, to see if that improves performance. (So close your streaming software, video capture software, web browsers, etc). I'm assuming you...
by Zavian
Tue May 03, 2022 1:55 am
Forum: Technical Help
Topic: [1.1.57] Crash
Replies: 5
Views: 684

Re: [1.1.57] Crash

A blue screen crash is a crash of windows itself. Nothing a normal application does is capable of causing one. It is always caused by hardware instability or buggy drivers or by bugs in window itself. I would start by running memtest (https://www.memtest86.com/). If that doesn't show any issues, the...
by Zavian
Thu Jan 13, 2022 7:16 am
Forum: Technical Help
Topic: Random Lag spikes when playing K2
Replies: 7
Views: 1061

Re: Random Lag spikes when playing K2

I suggest you start by posting the screenshots and logfile requested in viewtopic.php?f=7&t=68653 .

Note make sure to enable debug options mentioned in that post, and include screenshots of normal performance and during the lag spikes.
by Zavian
Fri Dec 24, 2021 4:07 am
Forum: Releases
Topic: Version 1.1.50
Replies: 30
Views: 20048

Re: Version 1.1.50

yeah, and a rocket for a stack of fish is expensive already. a rocket for 12 fish is just preposterous. If you just want a few fish to build spidertrons, then you can just build some inserters by a lake. Much cheaper, and easily automated. If you are in a hurry, manually mining a few fish or draggi...
by Zavian
Wed Dec 22, 2021 11:55 am
Forum: Releases
Topic: Version 1.1.50
Replies: 30
Views: 20048

Re: Version 1.1.50

if multiple inserters put stuff into it on the same frame, the silo only takes from one of them. more info here . So basically a minor inconsistency between the silo behaviour and normal assembler type behaviour that most players will never encounter. Arguably less significant than a missing '.' at...
by Zavian
Wed Dec 22, 2021 8:25 am
Forum: Releases
Topic: Version 1.1.50
Replies: 30
Views: 20048

Re: Version 1.1.50

TaxiService wrote:
Tue Dec 21, 2021 6:37 pm
wake me up when they fix the rocket silo
What is wrong with it?
by Zavian
Fri Sep 24, 2021 12:54 am
Forum: General discussion
Topic: Using the graphics card to help the CPU out…
Replies: 40
Views: 8172

Re: Using the graphics card to help the CPU out…

I thought robots where made to be so simple they don't need to do any work per tick. They only do work when damaged, when they reach their target or when they run out of energy Yea, but at least you need to calculate their current position every tick when visible on screen, so you can draw them. So...
by Zavian
Sun Feb 07, 2021 11:05 am
Forum: Releases
Topic: Version 1.1.21
Replies: 10
Views: 15356

Re: Version 1.1.21

Koub wrote:
Sun Feb 07, 2021 9:03 am
Mskvaer wrote:
Sun Feb 07, 2021 8:58 am
Shouldn't this be available in the "betas" on Steam?
It's still a stable release. Having read the last FFF, I don't expect many new unstable from now on.
Factorio.com lists 1.1.21 as experimental. My steam client shows it as available in the latest 1.1 experimental branch.
by Zavian
Wed Jan 27, 2021 1:27 pm
Forum: Ideas and Suggestions
Topic: [1.1.19] Blueprints are too easy to accidentally delete.
Replies: 3
Views: 901

Re: [1.1.19] Blueprints are too easy to accidentally delete.

So I filed this as a bug report, and someone moved this to ideas and suggestions. (I'm not sure who? A developer or a moderator?)

As I stated above I actually believe that is behaviour is a UI design defect, ie a bug.
by Zavian
Wed Jan 27, 2021 1:10 pm
Forum: Ideas and Suggestions
Topic: [1.1.19] Blueprints are too easy to accidentally delete.
Replies: 3
Views: 901

[1.1.19] Blueprints are too easy to accidentally delete.

Hi Whilst reproducing https://forums.factorio.com/viewtopic.php?p=534460#p534460 I managed to accidentally delete a blueprint from my blueprint library. I started a new sandbox game and dragged a blueprint from my blueprint library to my toolbar. I then moved around the map to get closer to the edge...
by Zavian
Wed Jan 27, 2021 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.19] Blueprint only partially placed even is visible area.
Replies: 4
Views: 2503

Re: [1.1.19] Blueprint only partially placed even is visible area.

That part of the map is still in fog, do the ghosts appear once you move to the right explore that area? I don't consider anything that is visible on my screen (without being shaded or otherwise obscured/marked as not properly visible) as being in fog. Most of the section that is cut off is being p...
by Zavian
Wed Jan 27, 2021 11:29 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.19] Blueprint only partially placed even is visible area.
Replies: 4
Views: 2503

[kovarex] [1.1.19] Blueprint only partially placed even is visible area.

Hi Whilst working on a set of rail blueprints for a city-block style game I noticed that blueprints failed to place completely even when they were placed entirely into the visible part of the screen. Expected behaviour is that if all entities in the blueprint are visible on the screen, then the blue...
by Zavian
Sun Jan 24, 2021 12:18 am
Forum: General discussion
Topic: When is the 1.1 release?
Replies: 5
Views: 1165

Re: When is the 1.1 release?

it's already available on the "experimental" branch, and you should test your saves now if you want them to work properly when 1.1 is marked as stable. because then 1.1 won't be getting bug fixes, just like how 1.0 doesn't anymore. I still expect bug fixes for 1.1 after it was marked stab...
by Zavian
Fri Jan 22, 2021 11:34 am
Forum: Gameplay Help
Topic: Idle Bots
Replies: 10
Views: 2629

Re: Idle Bots

Not sure if this is your issue, but I think there is some bugged behavior occurring when blueprints are out of roboport range. For example, try printing something very large outside robotport range and the robots will grind to a halt. Or at least they did for me in 1.1.6 or so. That is not a bug. I...
by Zavian
Thu Jan 21, 2021 12:16 pm
Forum: Gameplay Help
Topic: Flush container contents w/ circuit network?
Replies: 8
Views: 2191

Re: Flush container contents w/ circuit network?

True. But can you tell me why Encrypted Silhouette would want to automate flushing of fluids otherwise? Re-read the OP. My guess is that light and/or heavy keeps backing up and shutting down his refineries. But even if he did want to share a pipeline between multiple fluids, he describes himself as...

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