Search found 58 matches
- Thu Mar 08, 2018 5:27 am
- Forum: Technical Help
- Topic: "failed to load tech" error spam
- Replies: 1
- Views: 685
"failed to load tech" error spam
In factorio 16.28 this week, i started a new map and have a bunch of mods enabled, some already updated to newest base version, but when i open Research Queue's technology gui window, occasionally it spams "Cannot Load Technology" and i'm curious if there is a way in debug menu or log some...
- Wed Mar 07, 2018 4:36 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 44156
Re: Underground Rail
How about a bridge over water? there is a mod specifically for this. Check out "Beautiful Bridge Railway". As for undergrounds, while i agree that it makes signals less important due to simplifying intersections, i do not feel that that, alone is a legitimate reason to keep them out of th...
- Thu Feb 15, 2018 9:30 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 372535
Re: Friday Facts #225 - Bots versus belts (part 2)
one of the biggest problems with belts is compression, the number of inserts required to compress a belt makes bots the obvious choice unless you're using one of the mods that re-adds loaders into the game. there are many ways to balance out (or make the decision more of a decison and not an obvious...
- Thu Feb 15, 2018 8:40 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 94
- Views: 79899
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
change to 16.24 now requires fluidbox height to be greater than zero (to prevent potential division by zero) per factorio release notes. specific entity causing crash: "flare-stack" (furance) specific entity is also modified by increasedRates and Squeak Through. both mods can still load if...
- Mon Feb 12, 2018 1:22 pm
- Forum: Modding help
- Topic: Ender chest sistem
- Replies: 8
- Views: 6127
Re: Ender chest sistem
well, when i also had an idea to make something like this, the idea originated out of an example from Factorissimo2, and surfaces-remake, both of which can, essentially, teleport items, fluid between surfaces (worlds/ playing areas) so i thought it'd be possible....not sure how those mods achieved t...
- Mon Feb 12, 2018 5:06 am
- Forum: Modding help
- Topic: Ender chest sistem
- Replies: 8
- Views: 6127
Re: Ender chest sistem
i have seriously considered coding an ender storage mod, but more like tesserects, if you are familiar with minecraft: They'd have limited inventory size, would act as loaders and unloaders in a single tile, would cost massive amounts of energy the further away an item was being sent (to combat OP-n...
- Thu Feb 08, 2018 4:43 am
- Forum: Gameplay Help
- Topic: How to achieve Lazy Bastard?
- Replies: 11
- Views: 5139
Re: How to achieve Lazy Bastard?
I think some recipes must have changed between v15 and v16, because it seems harder to do now than it did the first time i got the achievement.
- Sun Feb 04, 2018 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: Rocket must only have a single satellite no end-game dialogu
- Replies: 1
- Views: 2283
Rocket must only have a single satellite no end-game dialogu
If first rocket launch containing a satellite, in fact contains more than 1 satellite (stack sizes for most items in-game altered by mods), the end-game state or event that triggers achievement calculation as well as end-of-game stats/endgame dialogue will never trigger, and remain ---unable to comp...
- Thu Feb 01, 2018 4:53 am
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 216775
Re: Peace with Aliens
This immediately reminded me of Age of Empires, when neutral AI would sometimes offer alliances. I think from the start of the game, they should attack you if you get close or create too much pollution, but if, by some midpoint of the game you haven't destroyed *too* many bases, and are careful abou...
- Tue Jan 30, 2018 2:50 am
- Forum: Resolved Problems and Bugs
- Topic: [.15.2] - No Game over screen after first rocket launch
- Replies: 15
- Views: 7534
Re: [.15.2] - No Game over screen after first rocket launch
Also failed to receive a game over screen after first rocket launch and playing on factorio 16.20. game is modded but not sure if that's the cause..... Edit: after creating a world ready to launch a rocket, saving the game, then loading the save with various selections of mods, i've narrowed down a ...
- Fri Jan 26, 2018 9:20 am
- Forum: Duplicates
- Topic: can't access blueprint books in newestversion (16.19)
- Replies: 1
- Views: 578
can't access blueprint books in newestversion (16.19)
blueprint books do not open upon right clicking after update to 16.19
- Sun Oct 15, 2017 7:17 am
- Forum: Modding help
- Topic: Determining source of performance issues
- Replies: 2
- Views: 869
Re: Determining source of performance issues
THANKS! Alright, so i'm going to remove the poles, the crazy-ranged beacon and roboport, and one or two other items by inserting startup-config options to disable them and and see if that fixes or improves it.
May go the full configurability route and make everything disable-able :3
May go the full configurability route and make everything disable-able :3
- Sun Oct 15, 2017 4:16 am
- Forum: Modding help
- Topic: Determining source of performance issues
- Replies: 2
- Views: 869
Determining source of performance issues
Where do I go to determine the cause of a UPS drop in a new game with a mod that has a performance lag spike when holding certain items (60fps -> 17fps on a top of the line computer). occurs with dark utilities mod and i'm trying to help discover the source/cause of lag spikes when holding certain i...
- Mon Sep 04, 2017 2:40 am
- Forum: Ideas and Suggestions
- Topic: "Revert mod settings to last successful Load" Option
- Replies: 2
- Views: 882
"Revert mod settings to last successful Load" Option
My idea is pretty simple. It is based on most computer's ability to boot a computer using the last settings of a BIOS that were successful in the case where a bootup fails, the user may ask the computer to load using the settings that were used the last time the computer was able to boot successfull...
- Sat Sep 02, 2017 8:21 am
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 50
- Views: 22869
Re: [MOD 0.13] Progressive running
mod incompatible-with / prevents run-speed modification from other mods (namely creative mode mod). setting run speed to say, 7...results in a quick burst of speed than running back at normal speed (1x) (or there's something in the mod that i'm missing, like a key i'm supposed to be using besides F1...
- Sun Aug 20, 2017 6:21 am
- Forum: Ideas and Suggestions
- Topic: Pollution only affects evolution if absorbed by spawner
- Replies: 2
- Views: 1542
Re: Pollution only affects evolution if absorbed by spawner
so you have your factory in an early stage and it's producing pollution, you are next to a small lake and a forest which helps reduce that pollution, but there are also a few biter nests that are evolving rapidly due to the pollution they are absorbing....do you attack them now, and add the "de...
- Sun Aug 20, 2017 6:09 am
- Forum: Ideas and Suggestions
- Topic: Pollution only affects evolution if absorbed by spawner
- Replies: 2
- Views: 1542
Pollution only affects evolution if absorbed by spawner
My suggestion is that evolution be adjusted so that only the pollution absorbed by the actual spawners progress the evolution of [all biters / local biters only]. Items such as modules, or game strategies that promote clean energy, or clearing out bases strategically will add to gameplay strategies....
- Mon Aug 14, 2017 9:26 am
- Forum: Ideas and Suggestions
- Topic: Ability to quickly delete blueprint COPIES from inventory
- Replies: 0
- Views: 1952
Ability to quickly delete blueprint COPIES from inventory
blueprints can easily fill up an inventory and currently, there is no way to destroy items except by putting them in a wooden chest and shooting it. blueprints, however, can be deleted but must be opened one at a time. I suggest a keybind "delete" that will delete items hoverered over them...