Search found 130 matches

by Patashu
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?
by Patashu
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...
by Patashu
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.
by Patashu
Tue Jul 18, 2017 10:18 am
Forum: Balancing
Topic: Pump recipe correction
Replies: 16
Views: 6835

Re: Pump recipe correction

mrvn wrote:Doesn't that mean we should have a burner pump, fuel pump and electric pump?
Sounds like something AAI Industries would do...
by Patashu
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, ...
by Patashu
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 ...
by Patashu
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...
by Patashu
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.
by Patashu
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.
by Patashu
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 :D
by Patashu
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.
by Patashu
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...
by Patashu
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.
by Patashu
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.
by Patashu
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?
by Patashu
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...
by Patashu
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--------- | |_______________| | | | | | | | |____________________| |_________...
by Patashu
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.
by Patashu
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).
by Patashu
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...

Go to advanced search