Search found 1654 matches
- Sun May 15, 2022 3:50 am
- Forum: Technical Help
- Topic: [1.1.39] Steam cloud saves not syncing to Steam
- Replies: 5
- Views: 7532
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).
- Tue May 03, 2022 4:14 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 20681
Re: Version 1.1.58
ThanksXorimuth wrote: Tue May 03, 2022 3:43 amhttps://mods.factorio.com/mod/PlaceablesZavian 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).
- Tue May 03, 2022 2:44 am
- Forum: Releases
- Topic: Version 1.1.58
- Replies: 19
- Views: 20681
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 without ...
- Tue May 03, 2022 2:20 am
- Forum: Technical Help
- Topic: [SOLVED] Very Strange Lag Issues
- Replies: 8
- Views: 17932
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 ...
I'm assuming ...
- Tue May 03, 2022 1:55 am
- Forum: Technical Help
- Topic: [1.1.57] Crash
- Replies: 5
- Views: 1698
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 ...
I would start by running memtest (https://www.memtest86.com/). If that doesn't show any issues ...
- Thu Jan 13, 2022 7:16 am
- Forum: Technical Help
- Topic: Random Lag spikes when playing K2
- Replies: 7
- Views: 2632
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.
Note make sure to enable debug options mentioned in that post, and include screenshots of normal performance and during the lag spikes.
- Fri Dec 24, 2021 4:07 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 33469
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 ...
- Wed Dec 22, 2021 11:55 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 33469
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 ...
- Wed Dec 22, 2021 8:25 am
- Forum: Releases
- Topic: Version 1.1.50
- Replies: 30
- Views: 33469
Re: Version 1.1.50
What is wrong with it?
- Fri Sep 24, 2021 12:54 am
- Forum: General discussion
- Topic: Using the graphics card to help the CPU out…
- Replies: 40
- Views: 22832
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 ...
- Sun Feb 07, 2021 11:05 am
- Forum: Releases
- Topic: Version 1.1.21
- Replies: 10
- Views: 18767
Re: Version 1.1.21
Factorio.com lists 1.1.21 as experimental. My steam client shows it as available in the latest 1.1 experimental branch.
- 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: 1895
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.
As I stated above I actually believe that is behaviour is a UI design defect, ie a bug.
- 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: 1895
[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 ...
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 ...
- 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: 4227
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 ...
- 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: 4227
[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 ...
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 ...
- Sun Jan 24, 2021 12:18 am
- Forum: General discussion
- Topic: When is the 1.1 release?
- Replies: 5
- Views: 2130
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 stable ...
- Fri Jan 22, 2021 11:34 am
- Forum: Gameplay Help
- Topic: Idle Bots
- Replies: 10
- Views: 4835
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 ...
- Thu Jan 21, 2021 12:16 pm
- Forum: Gameplay Help
- Topic: Flush container contents w/ circuit network?
- Replies: 8
- Views: 7737
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 ...
- Thu Jan 21, 2021 8:34 am
- Forum: Gameplay Help
- Topic: Flush container contents w/ circuit network?
- Replies: 8
- Views: 7737
Re: Flush container contents w/ circuit network?
If you want to use a pipeline for subsequently for different fluids, you want to flush them first. The only thing I can think of is using a
line->pump->tank->pump->(same)line
setup. The first pump is circuit controlled to flush before any other liquids enter the line.
The second pump reinserts ...
- Wed Jan 20, 2021 4:31 am
- Forum: Gameplay Help
- Topic: Flush container contents w/ circuit network?
- Replies: 8
- Views: 7737
Re: Flush container contents w/ circuit network?
Solid fuel -> Useless burner inserter contraption
If you are still using stoner/steel furnaces, you can use a priority splitter to feed them on solid fuel. And/or you can feed solid fuel to boilers and use it for electricity. (Even if you are on solar power, the generators will still work ...