Search found 2545 matches
- Tue May 31, 2022 7:22 pm
- Forum: Gameplay Help
- Topic: Heat / energy relation
- Replies: 7
- Views: 1455
Re: Heat / energy relation
https://wiki.factorio.com/Heat_exchanger https://wiki.factorio.com/Nuclear_reactor Using the value on those pages can help you. Nuclear reactors have a heat capacity of 10 MJ/C . Thus, they can buffer 5 GJ of heat energy across their working range of 500°C to 1000°C, and require 4.85 GJ of energy t...
- Tue May 31, 2022 3:34 pm
- Forum: Mods
- Topic: [Mod 1.1.x] Classic Factorio Basic Oil Processing
- Replies: 6
- Views: 2632
Re: [Mod 1.1.x] Classic Factorio Basic Oil Processing
Version: 0.2.2 Date: 2022/05/31 Changes: - Removed option to not revert Advanced Oil Processing recipe (with Basic giving heavy oil now, having the ability to not revert AOP seemed unbalanced due to the new AOP giving more heavy oil in the first place) Bugfixes: - Fixed order of outputs for Basic O...
- Tue May 31, 2022 1:12 pm
- Forum: This Forum
- Topic: User Control Panel: Notifications: Mark Read
- Replies: 3
- Views: 2499
Re: User Control Panel: Notifications: Mark Read
Hey, the check marks on that page are not a "this has been read" marker. For notifications that have not been acknowledged (read) yet, this check mark is merely a selector of which ones to perform the "MARK READ" operation on. This is why the check marks disappear after, and does...
- Tue May 31, 2022 6:53 am
- Forum: Modding help
- Topic: How are fluid inputs/outputs assigned to fluid_connections?
- Replies: 1
- Views: 506
Re: How are fluid inputs/outputs assigned to fluid_connections?
I believe this is controlled in the individual recipes.
Not at my computer, but I recall a new field was added to the recipes that allowed ordering (I think oil processing makes use of it).
Lacking that, it probably goes in order of how they’re laid out in the recipe.
Not at my computer, but I recall a new field was added to the recipes that allowed ordering (I think oil processing makes use of it).
Lacking that, it probably goes in order of how they’re laid out in the recipe.
- Tue May 31, 2022 6:47 am
- Forum: Texture Packs
- Topic: [REQUEST] Sapling tree graphics
- Replies: 1
- Views: 1587
Re: [REQUEST] Sapling tree graphics
a month later…FuryoftheStars wrote: ↑Tue May 03, 2022 9:38 pm[…] I should have the mod on the mod portal in the next few days to 1 week […]
Figures.
https://mods.factorio.com/mod/TreeSaplings-Redux
- Tue May 31, 2022 6:38 am
- Forum: Mods
- Topic: [MOD 1.1.x] Wood to Oil Processing
- Replies: 6
- Views: 3108
Re: [MOD 1.1.x] Wood to Oil Processing
Updated to 0.0.5. Basic balance changes: decreased input requirements for both recipes, and increased output yields for both. The wood to oil recipe is still not self sufficient (you can't take its oil output, put it through oil processing, and get enough petrol (even with cracking) out to make enou...
- Tue May 31, 2022 5:35 am
- Forum: Mods
- Topic: [MOD 1.1.x] Tree Saplings (Redux)
- Replies: 19
- Views: 3904
[MOD 1.1.x] Tree Saplings (Redux)
Name: Tree Saplings (Redux) License: MIT Initial Release date: 2022/05/31 Version: 1.0.5 Current Version Release date: 2022/08/02 Tested with Factorio version: 1.1.59 Category: General Mod page: https://mods.factorio.com/mod/TreeSaplings-Redux Preface note: I’m in the market for a graphic artist to ...
- Mon May 30, 2022 7:32 pm
- Forum: Technical Help
- Topic: My blueprint file is causing a ~5 sec hang during initial map load
- Replies: 1
- Views: 566
My blueprint file is causing a ~5 sec hang during initial map load
When starting a new map or loading an existing, there's a rough 5 sec hang about a quarter to half second after loading finishes. I've managed to track it down to my blueprint-storage.dat file. If I delete it (after backing it up, of course :) ), the hang is not present. Restoring it causes the hang...
- Mon May 30, 2022 6:41 pm
- Forum: Technical Help
- Topic: [1.1.59] Crash: Unexpected Error after clicking the monitor where Factorio was open.
- Replies: 9
- Views: 2073
Re: [1.1.59] Crash: Unexpected Error after clicking the monitor where Factorio was open.
Ok, my issue with the crashing was solved with an OS re-install. I am still experiencing the hangs during initial map gen, but I think this is related to something in my appdata folder. If I let Factorio generate a new folder and contents in appdata, I don't have the issue. If I use the old copy, i...
- Mon May 30, 2022 2:11 pm
- Forum: Modding help
- Topic: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
- Replies: 6
- Views: 1401
Re: [SOLVED] Make an entity unplaceable on stone path/concrete/refined concrete/etc?
Anyone know if there's a collision_mask or other method (ie, do I need to make checks in control while placing?) that prevents an entity from being placed on path tiles, both vanilla and mod added? Basically, I want to make it so you can't plant a tree on anything but bare, regular ground. :) See a...
- Mon May 30, 2022 2:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] Inserter message inconsistant with "full" destination
- Replies: 4
- Views: 2615
- Mon May 30, 2022 2:07 pm
- Forum: Gameplay Help
- Topic: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
- Replies: 20
- Views: 3640
Re: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
it’s deterministic only in the sense that every player sees the same behavior Yes, I understand this. Still, large scale train-to-train bases with synchronised behaviour is not a novel idea; 10k SPM example , 20K SPM example . Regardless, I would still like to understand what it is that I need to d...
- Mon May 30, 2022 3:19 am
- Forum: Gameplay Help
- Topic: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
- Replies: 20
- Views: 3640
Re: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
While it is deterministic, it’s deterministic only in the sense that every player sees the same behavior, not that every iteration of the same setup sees the same behavior between each one.Fooluaintblack wrote: ↑Mon May 30, 2022 1:43 amAs Factorio is deterministic, creating synchronised systems is within reason.
- Sun May 29, 2022 4:32 pm
- Forum: Technical Help
- Topic: [1.1.59] Save file failed to load: map.cpp loading failed Invalid bool loaded
- Replies: 7
- Views: 1394
Re: [1.1.59] Save file failed to load: map.cpp loading failed Invalid bool loaded
That won’t make a difference on being able to load the save. It should help make a difference on your memory stability and preventing this type of thing from happening in the future.IloThePyro wrote: ↑Sun May 29, 2022 4:31 pmI tried loading the save without XMP enabled and it still doesn't work.
- Fri May 27, 2022 10:28 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 128789
Re: 'Body Horror' or 'Shock Value' for expansion aliens is a bad direction.
It’s concept art. I’d be willing to bet good money the original concept art on the biters and their bases was a lot more grotesque than what we actually got in game. To me, it also furthers the dynamic of the game: on the one hand, they’re grotesque aliens, ew, kill em (you wouldn’t have that desir...
- Fri May 27, 2022 5:39 pm
- Forum: Questions, reviews and ratings
- Topic: Blueprint lab mod crashes my game if I try to exit
- Replies: 9
- Views: 2658
Re: Blueprint lab mod crashes my game if I try to exit
I've been able to perform all of these commands, luckily, but my inventory and personal logistics have disappeared. Any idea how I can return these? Hmm, makes me think that mod separated you from your character avatar and then put you in the BP lab surface. You’d need to figure out where your old ...
- Thu May 26, 2022 11:29 pm
- Forum: Gameplay Help
- Topic: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
- Replies: 20
- Views: 3640
Re: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
Oh, ok. I also took another look at your initial image and I think I better understand now. I have no idea what the stance of the devs on this is, but I know for me I’ve never built a setup expecting identical, perfect operation from everything. I always build planning on some level of unpredictabil...
- Thu May 26, 2022 12:35 pm
- Forum: Gameplay Help
- Topic: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
- Replies: 20
- Views: 3640
Re: [1.1.59] synchronised inserters fall out of sync while depositing items on belts
I guess I'd have to see the whole setup in order to understand. I'm unfortunately unable to load up the game at this time, though. https://www.youtube.com/watch?v=_Yge8YSGhnU The several early copy paste are fine, but at 1 minute, the last of the copy paste behave differently than the others for no...
- Thu May 26, 2022 5:46 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3346
- Views: 464226
Re: We support Ukraine
I can understand then why Ukrainian people don't want to be forgotten And when the one forgetting about them is the war apologist? But maybe forgotten was the wrong term to use if that is the image it instilled in your mind (I was meaning our resident BS’er forgetting about the thread, not everyone...
- Thu May 26, 2022 5:03 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3346
- Views: 464226
Re: We support Ukraine
The only "point" left to this thread, at over 100 pages, is for one person (at the moment) to spew BS, and for others to then point out that it's BS. (There's no actual conversation going on here beyond that, and even if there was, half of nobody is ever gonna see it.) That one person was...