Search found 1640 matches

by Zavian
Sun Jul 31, 2022 4:06 pm
Forum: General discussion
Topic: Should "Wire Shortcuts" be in the Base game ?
Replies: 16
Views: 4738

Re: Should "Wire Shortcuts" be in the Base game ?

Don't take it personally if your suggestion doesn't get implemented. Also don't assume that just because the devs haven't implemented a suggestion, that they haven't listened. Not every suggestion will get implemented. Some will be contradictory. Some won't fit the devs idea of the direction the gam...
by Zavian
Sun Jul 31, 2022 11:10 am
Forum: Gameplay Help
Topic: Unfair train scheduling
Replies: 8
Views: 2331

Re: Unfair train scheduling

(Continuing from my comments on youtube. But restating everything here for clarity for people reading this thread). Your example setup is fairly artificial because it guarantees that only one train can be in transit at any time. You are also severely short on available empty stations that trains can...
by Zavian
Thu Jul 28, 2022 3:46 am
Forum: Technical Help
Topic: Strange performance issues after recent updates
Replies: 19
Views: 2846

Re: Strange performance issues after recent updates

Also only 4GB RAM? Which means Factorio, your factory, all the currently in use graphics,Windows and any other running programs need to fit into whatever RAM is available. Check your page file, I'm guessing that as your factory grows, you are probably using paging more and more frequently. You can t...
by Zavian
Mon Jul 18, 2022 1:56 pm
Forum: Gameplay Help
Topic: please do not use floating point value in Factorio
Replies: 29
Views: 8698

Re: please do not use floating point value in Factorio

Whilst a pressure issue is one possibility, the other common cause of very low fluid levels in pipes is demand outstripping supply.

If the output fluid boxes in the supply machines are empty, then that sounds like a case of demand exceeds supply.
by Zavian
Fri Jul 01, 2022 8:14 pm
Forum: Gameplay Help
Topic: Nuclear Reactor Copy-Recipe Wrong
Replies: 8
Views: 1605

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: 1317

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: 5365

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: 15544

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: 15544

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: 9785

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: 1123

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: 1814

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: 26275

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: 26275

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: 26275

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: 15806

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: 16949

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: 1234

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: 1234

[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: 3257

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...

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