Search found 130 matches
- Wed Jul 12, 2017 4:59 am
- Forum: Gameplay Help
- Topic: Science pack 3 automation?
- Replies: 5
- Views: 11929
Re: Science pack 3 automation?
Science pack 3 is red circuits + engine units + electric mining drills. Electric mining drills are easy, just combine copper cable+iron plate->electric circuits, iron plate->iron gears and iron plate. Engine units are also easy, just combine iron plate->pipe, iron plate->gear and iron plate->steel. ...
- Wed Jul 12, 2017 12:54 am
- Forum: Modding help
- Topic: general questions about modding
- Replies: 10
- Views: 2858
Re: general questions about modding
Maybe 'print' sends a message only to a specific user, so you need to call it on a specific user so only that user sees the message?
- Tue Jul 11, 2017 11:46 pm
- Forum: Spread the Word
- Topic: New trailer video?
- Replies: 9
- Views: 5153
Re: New trailer video?
What are all the new things we've gotten since? 0.13 better multiplayer, better mod intergration flamethrower overhaul rail planner, better trains stack inserters 0.14 seems to be the 'make multiplayer stop sucking' release 0.15 nuclear power better blueprint GUI science overhaul + infinite science ...
- Tue Jul 11, 2017 6:41 am
- Forum: Technical Help
- Topic: [0.15.28] Multiplayer - do pumps cause lag?
- Replies: 4
- Views: 1514
Re: [0.15.28] Multiplayer - do pumps cause lag?
You can use debug mode to check what is taking the most time during updates: https://wiki.factorio.com/Debug_mode F4 Find show_time_used_percent, turn it on https://forums.factorio.com/download/file.php?id=8367 Then you can disconnect different parts of your base from the power grid one by one, and ...
- Tue Jul 11, 2017 5:46 am
- Forum: Not a bug
- Topic: 0.15 Blueprint Cant clear cursor [solved]
- Replies: 3
- Views: 1950
Re: 0.15 Blueprint Cant clear cursor
You should be able to delete a blueprint by right clicking it in your inventory then clicking the red 'trash' icon.nagamon wrote:oh , i didnt noticed that i had my inv full, i have like 25 blank blueprints and im having no easy time removing them or doing something with them.
Thanks for your time : D
- Tue Jul 11, 2017 3:10 am
- Forum: Not a bug
- Topic: Missing objects for construction counts max 601 items
- Replies: 5
- Views: 3136
Re: Missing objects for construction counts max 601 items
IIRC it works like this:
-Factorio only tries to dispatch 1 construction bot to construct 1 ghost per tick
-After 10 seconds, the warning for failing to construct something disappears
-10 seconds * 60 ticks per second + 1 = 601 warnings maximum
-Factorio only tries to dispatch 1 construction bot to construct 1 ghost per tick
-After 10 seconds, the warning for failing to construct something disappears
-10 seconds * 60 ticks per second + 1 = 601 warnings maximum
- Tue Jul 11, 2017 12:08 am
- Forum: Bob's mods
- Topic: Machine speed cap?
- Replies: 13
- Views: 6552
Re: Machine speed cap?
I believe you are correct. (So at that point it makes more sense to add production or efficiency instead.)
- Mon Jul 10, 2017 11:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.28] Two blueprints can't in library at the same time
- Replies: 13
- Views: 6511
Re: [0.15.28] Two blueprints can't in library at the same time
You could, but it's the same amount of work as (or more work than), and less secure, than running a stronger cryoptographic hash, which is the original suggestion. (There is some good discussion on WHAT hash to use in https://forums.factorio.com/viewtopic.php?f=38&t=50663&start=80 ) Strictl...
- Mon Jul 10, 2017 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.28] Two blueprints can't in library at the same time
- Replies: 13
- Views: 6511
Re: [0.15.28] Two blueprints can't in library at the same time
ok how bout this for a challenge. show us two blueprints someone would actually use . :P By what metric? There is somebody who would use _every_ valid blueprint, even if only for decoration or a compendium of every single possible blueprint. --- That said, just matching a CRC to detect duplicate bl...
- Sun Jul 09, 2017 11:09 am
- Forum: Implemented mod requests
- Topic: Pathfinding API
- Replies: 11
- Views: 5221
Re: Pathfinding API
This is how it works in Game Maker and Construct 2, IIRC.Earendel wrote:Maybe if a path request was made and it fired an event when it finished?
- Sun Jul 09, 2017 4:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.28] Two blueprints can't in library at the same time
- Replies: 13
- Views: 6511
Re: [0.15.28] Two blueprints can't in library at the same time
That didn't take long for someone to find a collision!
- Sun Jul 09, 2017 1:16 am
- Forum: Technical Help
- Topic: I have a HUGE problem
- Replies: 2
- Views: 1028
Re: I have a HUGE problem
After a bug fix in 0.15.27, the Creative Mode mod is unable to run. Until the author of Creative Mode updates, either turn off Creative Mode mod or revert to 0.15.26.
- Sat Jul 08, 2017 3:36 am
- Forum: Railway Setups
- Topic: Savefile for train testing
- Replies: 22
- Views: 17822
Re: Savefile for train testing
There was a change to modding in .27: 'Fixed that mods could do remote calls outside of events when the game isn't in a valid state.' This breaks any mod that does this as part of normal operation, including Creative Mode. Until the author of Creative Mode fixes the mod, you won't be able to use it ...
- Sat Jul 08, 2017 12:06 am
- Forum: Ideas and Suggestions
- Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
- Replies: 21
- Views: 7332
Re: Allow changing entity settings from radar remote view
If construction bots can remotely deconstruct and construct machines, and you can deconstruct and reconstruct a machine to set its default settings, maybe construction bots should remotely carry out any changes you make in the radar remote view. :D (I know this would be a PAIN to code, but it logica...
- Thu Jul 06, 2017 8:54 am
- Forum: Ideas and Suggestions
- Topic: Add Trumpet to the Programmable Speaker
- Replies: 7
- Views: 2261
Re: Add Trumpet to the Programmable Speaker
I mean if all 128 general midi instruments aren't available, what's the point, right?
- Thu Jul 06, 2017 3:39 am
- Forum: Duplicates
- Topic: 15.27 MINOR BOILER BUG
- Replies: 2
- Views: 1284
Re: 15.27 MINOR BOILER BUG
This happens with flame turrets too, fyi.
- Tue Jul 04, 2017 10:37 am
- Forum: General discussion
- Topic: Pico8 Factorio demake by @NuSan_fx
- Replies: 1
- Views: 1522
Pico8 Factorio demake by @NuSan_fx
https://twitter.com/NuSan_fx/status/881965543082905600
I don't know when this will be out, but it looks really cool!
I don't know when this will be out, but it looks really cool!
- Mon Jul 03, 2017 12:49 am
- Forum: Ideas and Requests For Mods
- Topic: stack size combinator
- Replies: 4
- Views: 1964
Re: stack size combinator
I can't find the thread, but I remember this was suggested before. The suggestion had two parts: Stackifier - transforms a signal (N, item) into how many items would be able to fit in N stacks of that item, e.g. (2, green circuit) would become (400, green circuit) Unstackifier - transforms a signal ...
- Sun Jul 02, 2017 12:08 am
- Forum: Ideas and Suggestions
- Topic: Split powersupply in AC/DC
- Replies: 6
- Views: 2609
Re: Split powersupply in AC/DC
Out of curiosity does any game simulate AC/DC and voltages and so on that isn't an outright circuit simulator program? When I first learned about the different poles in Factorio I was worried that I was going to have to learn all of it, but my fears were quickly abated when I actually placed one :lol:
- Fri Jun 30, 2017 5:39 am
- Forum: Off topic
- Topic: You know you play Factorio too much when...
- Replies: 164
- Views: 302082
Re: You know you play Factorio too much when...
ATM when I dream about playing a video game there's about a 50% chance that there'll be some Factorio like element inside of it (usually the belts).