Search found 131 matches

by someone1337
Fri Apr 17, 2020 8:45 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 21540

Re: Friday Facts #343 - Environmental particle effects

Please inegrate the rest of my mod into basegame too! @posila @dom

https://mods.factorio.com/mod/Realistic ... ionCleanup

As in: why would bushes stay if you built for example an Assembly machine over them?
by someone1337
Tue Apr 07, 2020 10:27 am
Forum: 1 / 0 magic
Topic: [0.17.79] Error during autosave, then crash during manual save
Replies: 6
Views: 1942

Re: [0.17.79] Error during autosave, then crash during manual save

Factorio stores the whole game state in RAM, so if you have a huge map, or many weird mods I can picture factorio needing more than 10gb.

I never had factorio eat 6GB, but my maps are not insanely big and im on linux.

Maybe some of your Background Processes got temp. bigger?
by someone1337
Fri Mar 20, 2020 6:20 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 89852

Re: Friday Facts #339 - Beacon HR + Redesign process

All I see is a lightning-turret.

And usually such turrets are used to go for flying units in other games.

And that means, we need flying biters now.
by someone1337
Sun Feb 02, 2020 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.3] Animation bug - Train cars not closing if connected when train moving.
Replies: 4
Views: 2978

Re: [0.18.3] Animation bug - Train cars not closing if connected when train moving.

Why is this even possible? Dont trains switch to manual mode, if they are modified like this?
by someone1337
Tue Sep 03, 2019 11:48 pm
Forum: Duplicates
Topic: [0.17.67] Crash in editor: Unknown enum value: 6
Replies: 1
Views: 644

Re: [0.17.67] Crash in editor: Unknown enum value: 6

Can reproduce: load a 0.17.66 map -> /editor -> tiles -> area -> right click any(?) entity (I got a crash right-clicking my own locomotive)

No stable for me this week, I guess :(
I hope you do organize the student's council's party so I can drink my frustration away :P
by someone1337
Thu Aug 15, 2019 6:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.65] LuaForce double limits
Replies: 5
Views: 1586

Re: [Rseding91] [0.17.65] LuaForce double limits

the solution would be to not use buggy mods :P
by someone1337
Mon Jul 29, 2019 2:21 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 281062

Re: Friday Facts #305 - The Oil Changes

So... I actually benchmarked my old 292k PG /min cracking-factory (discarding the new excess heavy oil via infinity pipe) against the new basic oil changes and a basic oil 300PG/min factory. Its not a too perfect comparison, but testwise it looks OK. (There are issues with factorio-benchmarking, as ...
by someone1337
Sat Jul 20, 2019 2:45 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208089

Re: Friday Facts #304 - Small bugs; Big changes

Please DONT add flarestack. It makes zero sense to add more temp. throw-away machines. We already have gun turrets + steel furnaces which we cannot un-build. Im not really sure, why ppl would not manage to build 2 chemplants to convert the 2 oils to solid fuel and store that for later, when ypu will...
by someone1337
Wed Jul 17, 2019 7:51 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] --benchmark resulting map-saves
Replies: 10
Views: 2752

[0.17.x] --benchmark resulting map-saves

I failed to find a way to dump the resulting map of one or all --benchmark run(s). If I run: bin/x64/factorio --disable-audio --benchmark saves/smelter.zip --benchmark-ticks 1000000 --benchmark-runs 3 It will happily run the map 3 times for 1m ticks, but once its done, there dont seem to be any rele...
by someone1337
Wed Jul 17, 2019 4:35 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.50] Technology "laser turret speed" doesn't increase DPS
Replies: 3
Views: 4893

Re: [posila] [0.17.50] Technology "laser turret speed" doesn't increase DPS

Thanks for taking the time to write up the bug report. It's fixed for 0.17.59 I am suprised more people didn't speak up about this, the bug nerfed laser turrets pretty hard. I took my time with this because idea of removing "laser shooting speed" tech was floating around, as the tech seem...
by someone1337
Tue Jul 16, 2019 2:26 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics
Replies: 4
Views: 3210

Re: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics

Production stats ARE important! :3 I have written a mod that periodically dumps them preceisely as I dislike the standard inpreceise ones you get in "p" and like to analyse the stats in excel/libeoffice sheets :) a mouse-over tooltip in "p" showing the preceise number would be aw...
by someone1337
Sun Jul 14, 2019 9:36 pm
Forum: Show your Creations
Topic: "nice" (+vanilla) Train-to-Train (IronOre->Iron) smelting
Replies: 0
Views: 2042

"nice" (+vanilla) Train-to-Train (IronOre->Iron) smelting

All t2t smelters I have found so far, seem to use "ugly" hacks, like cars or mods to bridge the 1 tile gap when trying to smelt train to train. I am not sure if I just missed the obvious and "nice" solution to this so far and why noone ever posts or talks about it anywhere. Anywa...
by someone1337
Sat Jul 13, 2019 11:08 am
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 57690

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

I do have one issue with the FFF though, in that people arbitraging the games across regions is being referred to as "regional fraud". This is pretty ridiculous, since it only stems from the store trying to sell the same digital product at different prices, effectively performing economic...
by someone1337
Fri Jul 12, 2019 7:07 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 57690

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

Are you waiting for stable to play a new playthrough?
This.

I dont want to start just to have the mapgen/reciepes change an update later forcing me to restart once again.

Once you declare a version stable, i expect these things to not change anymore.
by someone1337
Thu Jul 11, 2019 8:51 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28345

Re: A Case for Balancing Nuclear Power

No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the n...
by someone1337
Wed Jul 10, 2019 8:23 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28345

Re: A Case for Balancing Nuclear Power

No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the n...
by someone1337
Sun Jul 07, 2019 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
Replies: 13
Views: 3466

[0.17.54] Sync mods with save: disabled mods show as "keep enabled"

When clicking Sync mods with save, it lists all my mods - even disabled ones - as active and allows me to "keep enabled" mods that are disabled (and in fact were not even ported to 0.17 (yet)) some-npp was an experiment in 0.16 which i still hjave not given up yet on, but that mod is defin...

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