Search found 2631 matches
- Sun Feb 12, 2023 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Offensive Backer List entry (Train stops, Trains, Labs, Roboports, Radars)
- Replies: 31
- Views: 8722
Re: A reference to Vladimir Putin in game? :(
Reading way too much into that. That was the name an early backer of the game chose. It's been there for years.
- Sun Feb 12, 2023 1:42 pm
- Forum: Modding interface requests
- Topic: Add option to restrict import of external bp with size(or something else)
- Replies: 2
- Views: 607
Re: Add option to restrict import of external bp with size(or something else)
I can agree with and support this idea, and concur with Stringweasel that you'll want to limit the max size of the BP book on at least a per player basis. Maybe even have it as a permissions thing where admins can bypass this limit. I do feel as though this request probably should've been in the gen...
- Fri Feb 10, 2023 2:44 am
- Forum: Ideas and Suggestions
- Topic: Scarse Resources - Map Generation
- Replies: 1
- Views: 415
Re: Scarse Resources - Map Generation
Considering the wide range of value possibilities for these, the best idea I can think of at the moment is for the devs to add an "advanced" checkbox that when checked will replace the sliders with custom input fields. This should, hopefully, allow the best of all worlds.
- Wed Feb 08, 2023 7:55 am
- Forum: Gameplay Help
- Topic: what is the maximum value of the digits
- Replies: 14
- Views: 3075
Re: what is the maximum value of the digits
I noticed that even though 64 bit can go up to 1 decellion, my stacks on items can only go up to 4.2 billion. What is weird is I modified a fluid storage which can store up to 1 million Yotta. Are fluids handled differently than stackable items? Item stacks are unsigned 32 bit integers. That means ...
- Wed Feb 08, 2023 2:31 am
- Forum: Ideas and Suggestions
- Topic: Trains should skip stops if the conditions are already met
- Replies: 10
- Views: 2328
Re: Trains should skip stops if the conditions are already met
Ok, had to look this over with fresh eyes. And actually reading the very first post helped. Apologies, I was getting hung up on something that wasn't even mentioned but for some reason I thought it was. I understand now what is being requested and yes, I support this as well. +1
- Tue Feb 07, 2023 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 1327
Re: Vehicle Acceleration/Top Speed for Cars
Fuel has no bearing on how well a vehicle can brake or turn, so a fuel modifier for these makes no sense. We can already mod these directly, although I would support a research tech being able to mod these as well. But it doesn't make sense to be on the fuel. Don't attack an additional suggestion I...
- Tue Feb 07, 2023 2:08 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 1327
Re: Vehicle Acceleration/Top Speed for Cars
If the top speed modifier is indeed not affecting cars, then that sounds like a bug report. Cars do not have a top speed attribute. Their actual top speed is a function of their acceleration power and their current friction values. Ah, ok. I hadn't played around with cards before, just trains, so I...
- Tue Feb 07, 2023 1:35 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 2660
Re: [Preview] Mod Portal: Weekly Highlights
As I'm not proficient in web hosting and what have you, so I don't exactly know what this means? It means navigating to the mod portal frontpage at https://mods.factorio.com/ will show you the highlights tab instead of the recently updated tabScreenshot from 2023-02-07 09-09-22.png Ahhh, thanks for...
- Mon Feb 06, 2023 10:32 pm
- Forum: Technical Help
- Topic: FPS/UPS dropped to a constant 30
- Replies: 2
- Views: 667
Re: FPS/UPS dropped to a constant 30
https://forums.factorio.com/viewtopic.php?f=7&t=68653 Well, before that, logs and save files may be good to provide. There have also been a number of performance related posts where it was traced to bad GFX drivers and the game switching over to openGL. But this requires more info (like the log...
- Mon Feb 06, 2023 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle Acceleration/Top Speed for Cars
- Replies: 7
- Views: 1327
Re: Vehicle Acceleration/Top Speed for Cars
If the top speed modifier is indeed not affecting cars, then that sounds like a bug report.
I also fail to see what fuel has to do with these:
I also fail to see what fuel has to do with these:
braking_power (how fast the vehicle can come to a stop)
rotation_speed (speed of rotation for tank driving mode, turn radius for car driving mode)
- Mon Feb 06, 2023 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule Nested OR
- Replies: 9
- Views: 1876
Re: Train Schedule Nested OR
Not sure if mmmPi mentioned anything about this earlier, but you can also use Map Editor to pause and even step 1 tick at a time so you can better analyze and follow the circuit happenings.
- Mon Feb 06, 2023 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Trains should skip stops if the conditions are already met
- Replies: 10
- Views: 2328
Re: Skip train stops if wait conditions are already met
Let's say you have a couple of [...] Apologies, I didn't want an explanation on the end goal. I already know what the end goal is, I understand this. What I'm looking for is how the train knows its conditions are fulfilled if the destination station does not (and thus unable to lower its train limi...
- Mon Feb 06, 2023 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Trains should skip stops if the conditions are already met
- Replies: 10
- Views: 2328
Re: Skip train stops if wait conditions are already met
Way too much text for me to read through right now, but can you boil down for me on how a train skipping a station where all conditions are met will solve the below problem if you can't get the new train limits to do this? There was no way to have a train prioritize a station over another station, s...
- Mon Feb 06, 2023 4:27 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 2660
Re: [Preview] Mod Portal: Weekly Highlights
The recently updated page will stay, but it won't live on / any more. As I'm not proficient in web hosting and what have you, so I don't exactly know what this means? I would hope that whatever the plan is that the Recently Updated tab would stay or at least be readily visible and available to thos...
- Mon Feb 06, 2023 5:25 am
- Forum: Gameplay Help
- Topic: what is the maximum value of the digits
- Replies: 14
- Views: 3075
Re: what is the maximum value of the digits
I noticed that even though 64 bit can go up to 1 decellion, my stacks on items can only go up to 4.2 billion. What is weird is I modified a fluid storage which can store up to 1 million Yotta. Are fluids handled differently than stackable items? Item stacks are unsigned 32 bit integers. That means ...
- Sun Feb 05, 2023 1:28 pm
- Forum: Technical Help
- Topic: Why do i get a Steam Remote Storage Warnin
- Replies: 1
- Views: 485
- Fri Feb 03, 2023 10:34 pm
- Forum: 1 / 0 magic
- Topic: [1.1.76] Crash loading save (ElectricSubNetwork::updateInputValues)
- Replies: 6
- Views: 1631
Re: [1.1.76] Crash loading save (ElectricSubNetwork::updateInputValues)
It will rarely crash on me. Only time it has was by loading Factorio and then hitting the Continue button, but this doesn't always happen. Following the repo steps above by Loewchen, in the few times I tried it that way, had no issues for me. I got the same exact error, though, in the one time it di...
- Fri Feb 03, 2023 2:00 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 2660
Re: [Preview] Mod Portal: Weekly Highlights
Might even be cool to see some recently added (brand new) mods. That I think may be great for a row. For just recently updated, though, it would make more sense with the new page if it were "Recently updated in category X". Otherwise it's an exact replica of the recently updated page, jus...
- Fri Feb 03, 2023 1:23 pm
- Forum: Mod portal Discussion
- Topic: [Preview] Mod Portal: Weekly Highlights
- Replies: 14
- Views: 2660
Re: [Preview] Mod Portal: Weekly Highlights
Eventually we will promote this page to take the frontpage spot from "Recently updated". Will the "Weekly Highlights" also contain a "Recently Updated" section? I think it will fit nicely with the idea. :) If the "Recently Updated" page doesn't actually go aw...
- Fri Feb 03, 2023 5:18 am
- Forum: Ideas and Suggestions
- Topic: Train Schedule Nested OR
- Replies: 9
- Views: 1876
Re: Train Schedule Nested OR
Here's an example for you. Uses 4 Deciders and 1 Constant Combinator. I'm not all that great with these myself, so it's possible there's a better way, but this is what I came up with. Here's the test track I setup: Setup (small).jpg And here's the BP string for it: 0eNrNWluSozYU3Qvf0IUknq4kK8hn8pXqc...