Search found 2646 matches

by FuryoftheStars
Sat Feb 25, 2023 12:25 am
Forum: Not a bug
Topic: [1.1.74] (Personal) robot energy calculation?
Replies: 7
Views: 1005

Re: [v1.1.74] (Personal) robot energy calculation?

Everything you describe is working as intended. OK, then there's no need for a feature request. I think you misunderstood the statement. Just because it's working as intended doesn't mean there isn't an idea that might be better. It just means it's not a bug. This has been discussed before[...]&quo...
by FuryoftheStars
Fri Feb 24, 2023 4:08 pm
Forum: Technical Help
Topic: Savegame vs autosave size difference
Replies: 13
Views: 1752

Re: Savegame vs autosave size difference

Strange, I have only "autosave-compression-level" and "muliplayer-compression-level" :?: Yes, that's all I have, too. Autosave level is set to maximum already Well, that may explain it, then. If manual save uses fast, then it's going to be consistently larger as your auto-save i...
by FuryoftheStars
Fri Feb 24, 2023 2:09 pm
Forum: Technical Help
Topic: Savegame vs autosave size difference
Replies: 13
Views: 1752

Re: Savegame vs autosave size difference

There is also a setting specifically for auto save file compression. Check out "The rest" in the main menu by ctrl+alt+clicking the Settings button. Mine is set for "fast". For editor, easiest is to just open the console (tilde (~) key) in your currently running game and type (wi...
by FuryoftheStars
Fri Feb 24, 2023 6:48 am
Forum: Modding help
Topic: Print to game console during on_init?
Replies: 3
Views: 643

Re: Print to game console during on_init?

Crap, I was afraid that was what it was going to come around to. Alright, thanks.
by FuryoftheStars
Fri Feb 24, 2023 3:49 am
Forum: Modding help
Topic: Print to game console during on_init?
Replies: 3
Views: 643

Print to game console during on_init?

Is it possible to print a message out to the console in game during the on_init event? game.print(message) doesn't actually seem to output anything during this event. I know the function I've assigned to it is firing because a log(message) in the same function does output to the log. It's just that ...
by FuryoftheStars
Thu Feb 23, 2023 10:56 pm
Forum: Technical Help
Topic: Savegame vs autosave size difference
Replies: 13
Views: 1752

Re: Savegame vs autosave size difference

I think if you do as Rseding91 suggested, you'll see they're correct.

Save size.png
Save size.png (11.9 KiB) Viewed 1542 times

And really, a 27k SPM base is pretty big with a lot of moving parts. It's not hard to imagine tens of thousands of things changing in a single tick.
by FuryoftheStars
Thu Feb 23, 2023 9:18 pm
Forum: Mods
Topic: [MOD 1.1.x] Infinite Resources - Normal Yields (with optional depletion)
Replies: 1
Views: 3542

Re: [MOD 1.1.x] Infinite Resources - Normal Yields (with optional depletion)

Forgot I had this thread for this mod. :lol:

Been updated a few times. On v0.0.6. See mod portal changelog for details.
by FuryoftheStars
Thu Feb 23, 2023 1:39 am
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2590

Re: Can Steam power be prioritized?

vangrunz wrote:
Wed Feb 22, 2023 11:55 pm
I'd prefer steam turbines over steam engines even if you're using them just with boilers having 165°C. The output is much higher, 1.8 MW instead of 900 kW.
They generate 1.8 MW (which is 2x 900 kW) simply because they comsume the steam at 60/sec (2x a boiler's 30/sec).
by FuryoftheStars
Wed Feb 22, 2023 11:34 pm
Forum: Gameplay Help
Topic: Can Steam power be prioritized?
Replies: 14
Views: 2590

Re: Can Steam power be prioritized?

If you're going to burn it anyway for the sake of getting rid of it, then Zavian is correct: I haven't needed to do this in quite a while, but from memory steam power is used before accumulators overnight, so a small steam power plant will get rid of excess wood. You can also add some steam tanks, a...
by FuryoftheStars
Wed Feb 22, 2023 8:32 pm
Forum: Implemented in 2.0
Topic: Adding way to skip music.
Replies: 4
Views: 2049

Re: Adding way to skip music.

Some keyboards also have dedicated media keys. I don't know if it'd be possible (or desired) to also be able to listen for those?
by FuryoftheStars
Tue Feb 21, 2023 9:10 pm
Forum: Gameplay Help
Topic: Tried and tested *input* belt balancers
Replies: 24
Views: 3758

Re: Tried and tested *input* belt balancers

Tertius wrote:
Tue Feb 21, 2023 8:50 pm
I wonder which logistics in the real world has similar subtle issues and how these are resolved.
I have a feeling real world doesn't care about it as much. :lol:
by FuryoftheStars
Tue Feb 21, 2023 8:56 pm
Forum: Development Proposals
Topic: Nintendo Switch version feedback
Replies: 72
Views: 27013

Re: Nintendo Switch version feedback

Even computers can have this issue. Should be noted that FPS/UPS with the build running vs placing the blueprint are not the same. Different mechanics happening there. You should really break up your blueprint into smaller chunks. I know computers also have this issue, and by the blueprint running ...
by FuryoftheStars
Tue Feb 21, 2023 12:17 am
Forum: Technical Help
Topic: Game Freezing with Graphics Card error
Replies: 2
Views: 533

Re: Game Freezing with Graphics Card error

In a new crash it gave me the error message that my graphics card had been "removed or reset" what can i do about that? My drivers are up to date. That means: the graphics card drivers crashed either due to a bad overclock, bad GPU hardware, or bad drivers. What to do about that is try to...
by FuryoftheStars
Mon Feb 20, 2023 10:18 pm
Forum: Development Proposals
Topic: Nintendo Switch version feedback
Replies: 72
Views: 27013

Re: Nintendo Switch version feedback

I'm having this annoying issue with big blueprints that could be fixed with a small WOL change. Basically, with a tiered blueprint say of a compact starter to rocket science build, the blueprints get gigantic. Since it's tiered, sometimes I want to place a blueprint again to assign recipes again, b...
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: 1198

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: 9893

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: 1462

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: 1087

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: 1254

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: 1099

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...

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