Search found 1832 matches

by FuryoftheStars
Mon Feb 20, 2023 10:15 pm
Forum: Ideas and Suggestions
Topic: Remove Cliff Explosives Research If Cliffs Are Disabled
Replies: 6
Views: 641

Re: Remove Cliff Explosives Research If Cliffs Are Disabled

Considering that combat related items are not removed from the game if biters are disabled, I don't see the point in this request....
by FuryoftheStars
Mon Feb 20, 2023 3:37 pm
Forum: Gameplay Help
Topic: Megabase Grid / City Block size
Replies: 3
Views: 2925

Re: Megabase Grid / City Block size

To translate the leaving of a simple link, it has to do with roboport connection distance being 50+50 tiles. Of course, you don't need to build it at this size. You can shrink it to 96x96 and it'll still work. Or you can increase it and throw an extra roboport inbetween on each side and some in the ...
by FuryoftheStars
Sun Feb 19, 2023 4:07 pm
Forum: Technical Help
Topic: Players can't join public server
Replies: 9
Views: 747

Re: Players can't join public server

The reason is shown in the log: 128.285 Refusing connection for address (IP ADDR:({212.***.125:33551})), username (Nik***). UserVerificationMissing If your server is public, all players must be logged in to their Factorio account. Everyone is from steam so aren't we connected automatically? I check...
by FuryoftheStars
Sun Feb 19, 2023 2:29 pm
Forum: Technical Help
Topic: Character has been reset
Replies: 4
Views: 714

Re: Character has been reset

I have the same issue EXCEPT one massive problem. My initial character name had a space in the name. The game refuses to realize that "Chaos Actual" was a valid name after making me use "Chaos_Actual". The aforementioned console command does not work: /players brings up the list...
by FuryoftheStars
Sun Feb 19, 2023 2:22 pm
Forum: Modding interface requests
Topic: Restrict item storage and transportation
Replies: 7
Views: 583

Re: Restrict item storage and transportation

It's not directly connected, but here is a mod, that allows trains to be deployed differently: https://mods.factorio.com/mod/trainConstructionSite "This mod introduces a more realistic way of building trains." I didn't test it and I don't know, if trains are not allowed to be stored in ch...
by FuryoftheStars
Sun Feb 19, 2023 2:09 am
Forum: Technical Help
Topic: [1.1.76] Crash when auto-saving
Replies: 8
Views: 573

Re: [1.1.76] Crash when auto-saving

2. All other software works just fine on current settings, it's just factorio crashing. I'd better get rid of factorio than of overclocking. [..] memory is already on higher voltage as it's overclocked. Factorio is more sensitive to any instabilities in memory related operations as it stores and wo...
by FuryoftheStars
Sun Feb 19, 2023 2:00 am
Forum: Modding interface requests
Topic: Restrict item storage and transportation
Replies: 7
Views: 583

Re: Restrict item storage and transportation

Regarding chest performance: Filters on containers were added in 1.1.62 for mods to configure Added support for container entities with filters by using inventory_type = "with_bar" or "with_filters_and_bar". That's not how I interpreted that. That sounds to me like something the...
by FuryoftheStars
Sat Feb 18, 2023 11:53 pm
Forum: Modding interface requests
Topic: Restrict item storage and transportation
Replies: 7
Views: 583

Re: Restrict item storage and transportation

But to be clear: I don't want to change vanilla, I want to give mod authors more possibilities to change the feel of the game. It wouldn't need to be a "change" to vanilla, but in order for it to be supported, they'd have to add some checks somewhere that will run in vanilla and they have...
by FuryoftheStars
Sat Feb 18, 2023 8:35 pm
Forum: Modding interface requests
Topic: Restrict item storage and transportation
Replies: 7
Views: 583

Re: Restrict item storage and transportation

Yeah, I would probably say placed on ground shouldn't have a restriction, but I definitely have had to desire to prevent storing some things in chests... like locomotives by the hundreds.... I don't know what the dev's opinion would be on this, though. I know they veto'd allowing regular chests to h...
by FuryoftheStars
Sat Feb 18, 2023 5:50 pm
Forum: General discussion
Topic: Is game dead or not? [Not at all]
Replies: 45
Views: 30187

Re: Is game dead or not? [Not at all]

Literally what I mean, I don't even have to tag one of them, and I get a nice line "who is currently on your ignore list, made this post". Well, yeah, everyone can see topics that are receiving new posts for them to check out, and then you called the person out by name. Of course they're ...
by FuryoftheStars
Fri Feb 17, 2023 10:29 pm
Forum: Balancing
Topic: Undergound Pipes Should Be Locked Behind Research
Replies: 4
Views: 824

Re: Undergound Pipes Should Be Locked Behind Research

Not sure I fully agree. Unlike regular belts, you can't pass through regular pipes. You need the undergrounds to not create a situation where you're cutting yourself off from something or forcing yourself to take the long way around. Oh, and due to fluid mechanics, underground pipes actually allow y...
by FuryoftheStars
Fri Feb 17, 2023 10:27 pm
Forum: Ideas and Suggestions
Topic: Alert Sounds For Turrets Being Engaged By Enemies
Replies: 4
Views: 457

Re: Alert Sounds For Turrets Being Engaged By Enemies

Hmm, I envision that being annoying later as you have multiple turrets all over the place constantly being engaged. :lol:
There'd at least have to be an option to disable it, assuming that there wasn't a better way.
by FuryoftheStars
Fri Feb 17, 2023 10:23 pm
Forum: Technical Help
Topic: [1.1.76] Factorio keeps Crash even when I do nothing
Replies: 2
Views: 283

Re: [1.1.76] Factorio keeps Crash even when I do nothing

Lots of people said that it has a RAM problem, but I tested the RAM, and there are no memory errors I don't know what you used for a RAM tester, but I don't know of any decent ones that put a log entry into Windows. Use something like memtest that require being put on and run from a USB stick. Then...
by FuryoftheStars
Fri Feb 17, 2023 10:10 pm
Forum: Ideas and Suggestions
Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
Replies: 11
Views: 793

Re: Difficult to add modules to machines with recipes having the same modules as ingredient

My suggestion is to split these actions into two separate keybindings. Two discrete manual actions should absolutely have two discrete keybindings, or at least the ability to change one or the other. So that everyone isn't forced to learn a new keybind for adding modules, I also suggest that the de...
by FuryoftheStars
Fri Feb 17, 2023 3:17 pm
Forum: Ideas and Suggestions
Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
Replies: 11
Views: 793

Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient

I can only repeat: I DO NOT want to change the behavior of inserters. Inserters currently to not insert into module slots of assembling machines and I'd like to keep it this way. I'm talking about grabbing a stack of modules from your inventory and Ctrl-click-dragging them over a bunch of assemblin...
by FuryoftheStars
Fri Feb 17, 2023 1:29 pm
Forum: Ideas and Suggestions
Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
Replies: 11
Views: 793

Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient

Expected behavior: Ctrl-clicking, Shift-clicking and dropping single items fill module slots first. So I can take a stack of modules from my inventory and Ctrl-click & drag over all assembling machines once and all module slots are filled. I do like the current behavior, that a single click doe...
by FuryoftheStars
Thu Feb 16, 2023 10:08 pm
Forum: Technical Help
Topic: [1.1.76] FPS\UPS drops when hovering on recipes in modded games
Replies: 2
Views: 276

Re: [1.1.76] FPS\UPS drops when hovering on recipes in modded games

This is most likely your issue: 0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--force-opengl" Seen numerous reports of laggy UI that has been traced to using opengl. Check see if you actually have the command switch enable...
by FuryoftheStars
Thu Feb 16, 2023 10:04 pm
Forum: Not a bug
Topic: [v1.1.74] Construction Robots build normal Concrete over Hazard Concrete Ghost
Replies: 10
Views: 798

Re: [v1.1.74] Construction Robots build normal Concrete over Hazard Concrete Ghost

It seems that some mod is interfering with Concrete placement, although there's no Concrete/Bot modifying mod loaded. Yeah, there doesn't need to be. Some bad logic somewhere, or some mods even that make changes to things that have nothing to do with them *cough*AAI*cough*. You can try disabling th...
by FuryoftheStars
Thu Feb 16, 2023 5:54 pm
Forum: Technical Help
Topic: UPS class unit (no enemies) / electric network
Replies: 12
Views: 993

Re: UPS class unit (no enemies) / electric network

Yes, but at a different rate. Splitters handle their job differently than loaders/inserters, as the latter have multiple different types of sources and targets, different code they have to loop through for it all (and chest inventories cause delays in this, too), whereas the former have a much stric...
by FuryoftheStars
Thu Feb 16, 2023 2:14 pm
Forum: Technical Help
Topic: UPS class unit (no enemies) / electric network
Replies: 12
Views: 993

Re: UPS class unit (no enemies) / electric network

Stringweasel wrote:
Thu Feb 16, 2023 1:32 pm
For the setup you posted splitters might cost more materials, but is waaaaaay more costly in terms of UPS.
Costly, or efficient? Apologies, I'm interpreting "costly" to mean worse, but I feel as though you were meaning "better".

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