Search found 166 matches
- 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 ...
- 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.
- 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...
- 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...
- 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
- 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.
- 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
low res screenshot for ease of conveyance- 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
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
- 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
- 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
- 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
- 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.
- 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
- 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
- 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
- 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
- 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 ...
- 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
- 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?
need to go back further...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.
- 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.