Search found 1654 matches

by Zavian
Thu Dec 31, 2020 3:47 am
Forum: Technical Help
Topic: [1.1.16]Slow download Mods Server
Replies: 3
Views: 1252

Re: [1.1.16]Slow download Mods Server

OS (and version)?
Game version?
Does it happen every time?
Does it still happen if you use a web browser to download from mods.factorio.com?
If it happens every time, both in game and when using a web browser, then my first guess is a poor internet connection to wherever mods.factorio.com is hosted.
by Zavian
Wed Dec 30, 2020 11:00 am
Forum: Gameplay Help
Topic: Add Playtime on a server
Replies: 7
Views: 2795

Re: Add Playtime on a server

Back a couple of years ago there were multiple complaint from new players who jumped into random multiplayer servers to have a look around, and were bombarded with achievements, and felt they shouldn't get all these endgame achievements for just logging in. So the devs introduced the 50% rule. Maybe ...
by Zavian
Tue Dec 29, 2020 9:36 am
Forum: Gameplay Help
Topic: Power logic
Replies: 8
Views: 2727

Re: Power logic

Game version? Log file?
Also post the save, so the devs can see exactly what is wrong.

If this is about the circuit network not being able to switch on your backup generators when your factory has no power, then this would be not a bug. The circuit network need power to run. So if you want to use ...
by Zavian
Tue Dec 29, 2020 2:58 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 5268

Re: I admit defeat.

I do get your points.

I also make frequent use of copy/paste because it preserves rotation/recipes etc, even when I'm building within reach.

But for placing individual signals, the preserve rotation bit isn't desirable, so there I just use normal ghost placement.
by Zavian
Tue Dec 29, 2020 1:22 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 5268

Re: I admit defeat.

blazespinnaker wrote: Mon Dec 28, 2020 3:30 am Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed.
Personally I use shift click to place ghosts, rather than use the copy/paste tool to build things like signals, if they are outside my reach.
by Zavian
Mon Dec 28, 2020 3:16 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 5268

Re: I admit defeat.

The two in the left look like they are rotated, ie not properly facing/connected to the rail line.
by Zavian
Mon Dec 28, 2020 3:10 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 5268

Re: I admit defeat.

So which signal is blinking?
by Zavian
Mon Dec 28, 2020 3:09 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 5268

Re: I admit defeat.


Hmmm, yeah, I'm starting to think this might be a bug. Just trying now in editor, it seems to work fairly flawlessly. Wheras in my world (started in 1.0.0), the lights are constantly blinking in very bizarre circumstances.

Like, for example, placing two signals on the same length of track, with ...
by Zavian
Mon Dec 28, 2020 3:01 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 5268

Re: I admit defeat.


I'm just looking for rules / code that says "make signal blink" because it can't divide a block.


I can only think of 2 circumstances where signals blink.

The signal isn't properly connected to a rail line. Typically only happens when you deconstruct or move rails (or ghosts). If you remove ...
by Zavian
Sat Dec 26, 2020 2:00 pm
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 24380

Re: Factorio is two games: pre and post robots.


Have you thought about writing a bot to do that for you? Building a factory is basically just executing a very elaborate script of instructions, which would be both trivial to code and trivial for a machine to execute flawlessly.
...
If you manage to do that (or find someone to do it) you could ...
by Zavian
Sat Dec 26, 2020 4:03 am
Forum: Not a bug
Topic: [1.1.5] new train behaviour introduce refuel problem
Replies: 5
Views: 3019

Re: [1.1.5] new train behaviour introduce refuel problem

If you want to be sure your train will fully refuel, just use faster inserters (and/or more inserters, and/or a fuel with a smaller stack size). eg 3 stack inserters grabbing from chests can fully refuel a locomotive with rocket fuel in just 1 swing.
by Zavian
Sat Nov 28, 2020 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Deconstructing belts makes the "New tips" menu box Jump
Replies: 5
Views: 3927

Re: [kovarex] [1.1.0] Deconstructing belts makes the "New tips" menu box Jump

I would have thought that the obvious fix was rendering the mining progress bar behind chat/tips & tricks. (Chat is semi-transparent, so in that case the progress bar will be visible anyway).
by Zavian
Mon Nov 23, 2020 10:52 am
Forum: Gameplay Help
Topic: Done broke my train..
Replies: 6
Views: 2583

Re: Done broke my train..



Also, you only need connect one tank to one pump to one fluid wagon. Using pipes will slow down the filling process. Multiple pumps are unnecessary as one pump will fill a tanker in 2 seconds.


ackshually according to https://wiki.factorio.com/Fluid_wagon 3 pumps is faster (it is also the max ...
by Zavian
Sat Nov 21, 2020 3:14 am
Forum: Gameplay Help
Topic: Repeating Counter help
Replies: 9
Views: 2907

Re: Repeating Counter help


Safest method is to place the rocket silo(s) last or have all the circuit materials close-by.


If you want safety, why use a complicated circuit? Just use a stack inserter to unload the silo into a chest, than wire the chest to the satellite inserter with a condition like, "space science flask ...
by Zavian
Sat Nov 21, 2020 1:47 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2007
Views: 779895

Re: Simple Questions and Short Answers

One cargo wagon holds 400 LDS. (LDS has a stack size of 10, and each cargo wagon holds 40 stacks).

I'm pretty sure that each option except for number 2 includes the output cargo wagon.

My personal philosophy these days for large scale LDS production is to find a suitable site near unused copper ...
by Zavian
Thu Nov 19, 2020 12:57 pm
Forum: Gameplay Help
Topic: trains getting stuck
Replies: 11
Views: 4088

Re: trains getting stuck

https://wiki.factorio.com/Railway/Train_path_finding

In particular the following bit.
When the path includes a train stop that is not the destination -> Add a penalty of 2000.
by Zavian
Thu Nov 19, 2020 6:48 am
Forum: Technical Help
Topic: Lag in Big Sur
Replies: 32
Views: 13179

Re: Lag in Big Sur

Rseding91 wrote: Wed Nov 18, 2020 5:19 pm So Apple is the one who has to fix it.
I'm sure they will get around to fixing it right after they finish the migration to ARM.
The obvious fix from Apples perspective being to remove OpenGL.
by Zavian
Thu Nov 19, 2020 6:43 am
Forum: Technical Help
Topic: Lag in Big Sur
Replies: 32
Views: 13179

Re: Lag in Big Sur

So according to that screenshot, Factorio is running at 5888 x 3188. However that seems to be almost double the reported screen resolution of a new MACBook Pro (3072x1920). So it looks like OSX is rendering Factorio at double resolution, then downscaling it. I would expect that there should be some ...
by Zavian
Tue Nov 17, 2020 6:20 am
Forum: Technical Help
Topic: Factorio Headless on Google Compute Engine / Docker
Replies: 8
Views: 3212

Re: Factorio Headless on Google Compute Engine / Docker

Depending on the size of the base (and possibly also mods), 4GB ram might not be enough.
by Zavian
Sun Nov 15, 2020 10:43 am
Forum: Gameplay Help
Topic: Express Splitter / Underground belt crafting
Replies: 6
Views: 2369

Re: Express Splitter / Underground belt crafting

Some recipes can't be hand crafted. (eg engine units). That is probably a deliberate games design choice to force the player to automate some things. Even if you have a mod that removes the lubricant from the express underground and splitter recipes, that doesn't mean that they don't require an ...

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