Search found 166 matches

by cbhj1
Mon Feb 19, 2018 1:33 am
Forum: Not a bug
Topic: [0.16.24] Train refueling issue
Replies: 10
Views: 3911

Re: [0.16.24] Train refueling issue

a couple things can be seen from the picture . 1. the inserter didn't even try to fuel it when it was stopped, would have had at least 2 open slots for fueling, if it wasn't there long enough to fuel, the inserter would have the arm extended with fuel. 2. the station inserter spacing is most likely ...
by cbhj1
Sat Jan 20, 2018 6:08 pm
Forum: Won't fix.
Topic: [16.16] Lab speed bonus multiplies with module bonuses instead of adding to it
Replies: 7
Views: 3445

Re: [0.16.16] 2245% Lab speed

Lab speed is one of the few if only place that the speed modules work in a multiplicative fashion rather than additive, resulting in what you are seeing.
by cbhj1
Fri Jan 19, 2018 6:55 pm
Forum: News
Topic: Friday Facts #226 - New mod portal & other news
Replies: 93
Views: 41580

Re: Friday Facts #226 - New mod portal & other news

Why does the number 8 keep coming up when talking about inserter throughput on a single chest? If we are talking sustained throughput, then the max is 2 in, 2 out, burst would be 1 in, 3 out, and if you think of getting 4 out, then why not just use the bots that are already moving the stuff. This is...
by cbhj1
Thu Jan 11, 2018 1:01 am
Forum: Not a bug
Topic: [0.16.16] Logistic bots don't dump in closest storage chest
Replies: 3
Views: 2166

Re: [16.16] Logistic bots don't dump in closest storage chest

Should be able to get around this with the new storage filters, just open the chest you want a particular item in and set it on the logistic filter section, though you might have to actively disrupt their currently to be filled chest by swapping it to an active provider so they will choose the newly...
by cbhj1
Thu Jan 04, 2018 4:50 pm
Forum: Off topic
Topic: How update to 0.16.13
Replies: 1
Views: 1155

Re: How update to 0.16.13

if you want it through steam, right click the game in the list and open properties, then the betas tab, 16.x experimental should be listed there
by cbhj1
Tue Jan 02, 2018 6:54 pm
Forum: Technical Help
Topic: HQ graphics and VRAM
Replies: 11
Views: 4050

Re: HQ graphics and VRAM

looks to me that the main thing that might cause trouble for using the HiRes sprites would be whether the cards share resources effectively in Crossfire, otherwise your system should be adequate. I would make note of your current settings then experiment.
by cbhj1
Tue Jan 02, 2018 4:43 pm
Forum: Technical Help
Topic: HQ graphics and VRAM
Replies: 11
Views: 4050

Re: HQ graphics and VRAM

not sure what to recommend as I don't know what card you are running, but will share the settings I'm using
20180102114029_1.jpg
20180102114029_1.jpg (96.5 KiB) Viewed 4038 times
low res screenshot for ease of conveyance
by cbhj1
Tue Jan 02, 2018 4:31 pm
Forum: Technical Help
Topic: HQ graphics and VRAM
Replies: 11
Views: 4050

Re: HQ graphics and VRAM

1. will depend on whether you are using SLI/Crossfire, one card if not using that tech
2. not sure on the ram part there, but I'm using HR sprites successfully on a 2GB card at 1080p, but did have to adjust the video settings to get it smooth. open to discuss further if you'd like
by cbhj1
Mon Jan 01, 2018 9:29 pm
Forum: Gameplay Help
Topic: Train Pathing Question
Replies: 14
Views: 4102

Re: Train Pathing Question

so it is, my mistake
by cbhj1
Mon Jan 01, 2018 2:17 pm
Forum: Gameplay Help
Topic: Train Pathing Question
Replies: 14
Views: 4102

Re: Train Pathing Question

in the second picture, the entrance to the empty waiting bay
by cbhj1
Sun Dec 31, 2017 5:30 pm
Forum: Gameplay Help
Topic: Train Pathing Question
Replies: 14
Views: 4102

Re: Train Pathing Question

not sure it matters to the discussion, but the rail signal going into the waiting bay is red without a train in the block
by cbhj1
Sat Dec 30, 2017 11:59 pm
Forum: Texture Packs
Topic: High Res Concrete Textures - old style
Replies: 16
Views: 10488

Re: High Res Concrete Textures - old style

These shouldn't actually introduce any instability, they are simple images in a standard format, they have 0 code to affect the game.
by cbhj1
Tue Dec 26, 2017 9:34 pm
Forum: Gameplay Help
Topic: How to achieve Lazy Bastard?
Replies: 11
Views: 5150

Re: How to achieve Lazy Bastard?

use the assembler 1 to produce the intermediates once you have one
by cbhj1
Mon Dec 25, 2017 1:22 pm
Forum: Not a bug
Topic: [kovarex] [0.16] Train pathfinding with many same named stations
Replies: 19
Views: 5028

Re: 0.16 Train pathfinding with many same named stations

I suspect it is related to the fix here viewtopic.php?t=54042#p321153 the occupied stations are no longer giving a 4B+ pathing penalty
by cbhj1
Fri Dec 22, 2017 7:02 pm
Forum: Not a bug
Topic: [16.7] Constant combinator ghost does not get revived upon manual placement
Replies: 7
Views: 2822

Re: [16.7] Constant combinator ghost does not get revived upon manual placement

the posts for the wire are to the north in the ghost, but the placed item has them to the south
by cbhj1
Tue Dec 19, 2017 4:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Screen "judders" (skips frames) while driving around base.
Replies: 15
Views: 6515

Re: Screen "judders" (skips frames) while driving around base.

if you display the debug time used, is there a big fluctuation in the flip time? all these reports of unstable frame rate seem to be nvidia cards from what I've seen
by cbhj1
Tue Dec 19, 2017 3:01 pm
Forum: General discussion
Topic: [POLL] Concrete in 0.16
Replies: 51
Views: 18804

Re: Concrete in 0.16

my 2 cents about the new concrete: 1. it doesn't look like concrete for industry, more like uneven sidewalk. expecting a clean, smooth, and sturdy foundation for the factory 2. its look doesn't match its stats. it boosts speed, but looks like it would wreck your car or induce faceplanting side note ...
by cbhj1
Sun Dec 17, 2017 3:45 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109860

Re: Version 0.16.0

greaman, if you replace your requester with a buffer chest and ditch the inserter, it should break that loop. though I do agree that what you're seeing shouldn't happen
by cbhj1
Sun Dec 17, 2017 4:37 am
Forum: General discussion
Topic: nuclear fuel for trains added in .16?
Replies: 14
Views: 6526

Re: nuclear fuel for trains added in .16?

FactorioParadox wrote:So basically a way to use Nuclear Power without shelling out a good chunk of your resources for a reactor as well as powering cars Fallout style? Okay.
need to go back further...
by cbhj1
Sat Dec 16, 2017 8:43 pm
Forum: Not a bug
Topic: [16.1] hickups and stable 60FPS unobtainable
Replies: 5
Views: 2428

Re: [16.1] hickups and stable 60FPS unobtainable

I had that same issue with the 16 experimental, found it was having big spikes in the page flip time, turning down the atlas size got it back to 60fps stable on my system with 2GB VRAM and high res sprites.

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