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.
Search found 1654 matches
- Thu Dec 31, 2020 3:47 am
- Forum: Technical Help
- Topic: [1.1.16]Slow download Mods Server
- Replies: 3
- Views: 1252
- 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 ...
- 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 ...
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 ...
- 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.
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.
- Tue Dec 29, 2020 1:22 am
- Forum: Gameplay Help
- Topic: I admit defeat.
- Replies: 18
- Views: 5268
Re: I admit defeat.
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.blazespinnaker wrote: Mon Dec 28, 2020 3:30 am Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed.
- 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.
- 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?
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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).
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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.
In particular the following bit.
When the path includes a train stop that is not the destination -> Add a penalty of 2000.
- Thu Nov 19, 2020 6:48 am
- Forum: Technical Help
- Topic: Lag in Big Sur
- Replies: 32
- Views: 13179
Re: Lag in Big Sur
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.
- 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 ...
- 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.
- 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 ...