Search found 2545 matches

by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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.
by FuryoftheStars
Tue May 31, 2022 6:47 am
Forum: Texture Packs
Topic: [REQUEST] Sapling tree graphics
Replies: 1
Views: 1587

Re: [REQUEST] Sapling tree graphics

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 […]
a month later…

Figures. :P

https://mods.factorio.com/mod/TreeSaplings-Redux
by FuryoftheStars
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...
by FuryoftheStars
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 ...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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

Fooluaintblack wrote:
Mon May 30, 2022 1:43 am
As Factorio is deterministic, creating synchronised systems is within reason.
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.
by FuryoftheStars
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

IloThePyro wrote:
Sun May 29, 2022 4:31 pm
I tried loading the save without XMP enabled and it still doesn't work.
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.
by FuryoftheStars
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...
by FuryoftheStars
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 ...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...
by FuryoftheStars
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...

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