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?
Search found 131 matches
- Fri Apr 17, 2020 8:45 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21540
- 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?
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?
- 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.
And usually such turrets are used to go for flying units in other games.
And that means, we need flying biters now.
- 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?
- 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
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
- 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
- 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 ...
- 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...
- 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...
- 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...
- Tue Jul 16, 2019 2:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics
- Replies: 4
- Views: 3210
- 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...
- 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...
- 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...
- 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)
This.Are you waiting for stable to play a new playthrough?
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.
- 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...
- 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...
- Wed Jul 10, 2019 6:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
- Replies: 13
- Views: 3466
Re: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
Here you go. (Still an issue with 0.17.55)
- Sun Jul 07, 2019 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.54] Crossing train tracks doesn't register as a single segment
- Replies: 5
- Views: 3592
- 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...