Search found 130 matches
- Mon Jul 24, 2017 12:05 am
- Forum: Won't fix.
- Topic: [0.15.30] Tutorial unplayable with mod
- Replies: 2
- Views: 1540
Re: [0.15.30] Tutorial unplayable with mod
I know this is a digression, but does the tutorial accept you using the wooden chests or small electrical poles as fuel?
- Sun Jul 23, 2017 11:51 pm
- Forum: Gameplay Help
- Topic: Improving Performance
- Replies: 7
- Views: 3519
Re: Improving Performance
If you don't mind using mods, grab https://mods.factorio.com/mods/Zanthra/GTTS and have it target 30FPS. This will make twice as much stuff happen every tick, so even if your game is running at 30 UPS it will be as effective as if it was running at 60 UPS without the mod. You can also try: https://m...
- Sun Jul 23, 2017 12:55 am
- Forum: Angels Mods
- Topic: what the purpose thermal water ?
- Replies: 9
- Views: 7476
Re: what the purpose thermal water ?
https://factorio.rotol.me/pack/bobsange ... rmal-water has a list of thermal water recipes in bobs/angels.
- Tue Jul 18, 2017 10:18 am
- Forum: Balancing
- Topic: Pump recipe correction
- Replies: 16
- Views: 6835
Re: Pump recipe correction
Sounds like something AAI Industries would do...mrvn wrote:Doesn't that mean we should have a burner pump, fuel pump and electric pump?
- Tue Jul 18, 2017 9:02 am
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 68336
Re: Friday Facts #198 - Rail segment visualisation
So, I seem to be missing something, since I can't understand what the rail visualization is showing. What rail tutorial is being discussed in the FFF? I just went and updated factorio from stable to experimental to try to find it, and I can't seem to do so. I've never understood rails in factorio, ...
- Tue Jul 18, 2017 8:59 am
- Forum: Balancing
- Topic: Pump recipe correction
- Replies: 16
- Views: 6835
Re: Pump recipe correction
I think Pump requires only normal engines because of a catch 22: You have oil but it's only far away from the base. So you'd like to pump it onto a fluid wagon and bring it over by train. But you haven't set up oil processing->lubricant->electric engines, so you can't pump it. So now you have to do ...
- Tue Jul 18, 2017 4:46 am
- Forum: Won't implement
- Topic: "Chunk updates pollution" event
- Replies: 9
- Views: 2663
Re: "Chunk updates pollution" event
If you don't have to do something to EVERY chunk EVERY tick, you can scan over all chunks, but stop after you've scanned X, and next tick pick up starting at the next chunk over. That way performance penalty is spread evenly over all ticks, and does not increase in proportion to number of chunks gen...
- Mon Jul 17, 2017 11:48 pm
- Forum: General discussion
- Topic: Infinity water
- Replies: 26
- Views: 12832
Re: Infinity water
If vanilla Factorio added the ability to drain bodies of water, it would also make sense to add an ability to have a closed water circuit - condense steam back into water, etc. For the cost of a more complex setup, you can require a smaller (or even 0?) input of new water.
- Mon Jul 17, 2017 11:46 pm
- Forum: Technical Help
- Topic: 11 fps when i start recording with fraps
- Replies: 7
- Views: 2653
Re: 11 fps when i start recording with fraps
If you download Process Explorer, you can right click processes > Set Affinity and restrict them to running on only certain cores.
If that still doesn't work, try a different screen recording program such as OBS.
If that still doesn't work, try a different screen recording program such as OBS.
- Mon Jul 17, 2017 10:40 am
- Forum: General discussion
- Topic: Infinity water
- Replies: 26
- Views: 12832
Re: Infinity water
Does that mean sulfuric acid canals and ponds? Sign me up! The one thing Factorio was missing
- Mon Jul 17, 2017 3:53 am
- Forum: Gameplay Help
- Topic: Problem placing offshore pump
- Replies: 6
- Views: 4038
Re: Problem placing offshore pump
The fact that it's translucent means you are too far away to place the pump. Walk closer or install a mod like https://mods.factorio.com/mods/jamesaguilar/long-reach to let you place buildings from further away.
- Mon Jul 17, 2017 2:00 am
- Forum: Ideas and Suggestions
- Topic: Pause game when map is open
- Replies: 6
- Views: 4548
Re: Pause game when map is open
Being able to do things while paused is also something I miss. I don't think it would be overpowered, since as you say, nothing stops you from making a save, thinking/exploring and then loading the save and resuming (or even using a known seed and knowing in advance where everything is), and you can...
- Mon Jul 17, 2017 12:11 am
- Forum: Technical Help
- Topic: Black on the side of the map
- Replies: 7
- Views: 2458
Re: Black on the side of the map
It's normal for scenarios, yes.
The main game is infinite by default, but you can constrain one or both axis to be finite rather than infinite at map generation time if you like.
The main game is infinite by default, but you can constrain one or both axis to be finite rather than infinite at map generation time if you like.
- Sun Jul 16, 2017 11:59 pm
- Forum: Technical Help
- Topic: Black on the side of the map
- Replies: 7
- Views: 2458
Re: Black on the side of the map
I think you're doing the first scenario, right? Scenarios have finite sized maps, only the main game is infinite by default.
- Sun Jul 16, 2017 11:58 pm
- Forum: Gameplay Help
- Topic: Problem placing offshore pump
- Replies: 6
- Views: 4038
Re: Problem placing offshore pump
Can you post a screenshot showing a place where you would expect to be able to place it, but cannot?
- Sun Jul 16, 2017 11:57 pm
- Forum: Not a bug
- Topic: [0.15.30] Splitter randomly not splitting
- Replies: 6
- Views: 3675
Re: [0.15.30] Splitter randomly not splitting
Just to make sure: a splitter sometimes simply not doing its job when both input and output belts are connected is working as intended? If thats the case, its description is wrong, since it states the splitter splits input items 1:1. It does so only if both outputs are unblocked. If a splitter stop...
- Sun Jul 16, 2017 3:26 am
- Forum: Ideas and Suggestions
- Topic: Roboport extender
- Replies: 8
- Views: 4074
Re: Roboport extender
If you want the forum to preserve number of spaces, use code tags, like so: |-----------------------------| |------------------------| | | | | | | | |----------------------| | | | Roboport | extender | Roboport | ---------E--------- | |_______________| | | | | | | | |____________________| |_________...
- Fri Jul 14, 2017 8:50 am
- Forum: Balancing
- Topic: Marathon balance: splitters vs assembly machines
- Replies: 2
- Views: 1830
Re: Marathon balance: splitters vs assembly machines
According to the wiki, unless I am misreading it, both entities take the same amount of plates (50) to construct in expensive mode, just that splitters use 10 more iron.
- Thu Jul 13, 2017 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Mod threading for increased performance
- Replies: 3
- Views: 1258
Re: Mod threading for increased performance
I don't think any mod with gameplay effects can use threading and also be multiplayer compatible, since Factorio multiplayer uses lockstep simulation (= all players must calculate gameplay the same way, and agree on the same sequence of events, or desync occurs).
- Wed Jul 12, 2017 11:37 pm
- Forum: General discussion
- Topic: What is the best mod?
- Replies: 7
- Views: 2926
Re: What is the best mod?
Try: RSO + Bobs + Angels + ShinyBobGFX + ShinyAngelGFX + Portal Research + AAI + Warehousing + Loader Redux + Flare Stack + Orbital Iron Cannon Extra combinators: Recursive Blueprints + Useful Combinators + Inventory Sensor + Crafting Combinator + Location Combinator + Construction Combinator + Push...