Search found 1832 matches
- 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....
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
There'd at least have to be an option to disable it, assuming that there wasn't a better way.
There'd at least have to be an option to disable it, assuming that there wasn't a better way.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
Costly, or efficient? Apologies, I'm interpreting "costly" to mean worse, but I feel as though you were meaning "better".Stringweasel wrote: ↑Thu Feb 16, 2023 1:32 pmFor the setup you posted splitters might cost more materials, but is waaaaaay more costly in terms of UPS.