I strongly disagree with you, immortal_sniper1.
1. Please use proper grammar, it's hard to understand what you write.
2. Game should be fun. I'm not going to adapt to mod that force me to build base in limited way, not the way I like. Because this is one of main Factorio concepts - you can do same ...
Search found 210 matches
- Sat Aug 10, 2019 7:47 pm
- Forum: PyMods
- Topic: Problem with too big/obscuring building sprites
- Replies: 7
- Views: 2991
- Sat Aug 10, 2019 4:39 pm
- Forum: PyMods
- Topic: Problem with too big/obscuring building sprites
- Replies: 7
- Views: 2991
Problem with too big/obscuring building sprites
In Factorio core game, all buildings textures/sprites, almost always fits inside their rectangle. If they are drawn outside of rectangle, it's usually very small part, like antenna, that do not block view. They also never block a way in between of any two building.
Here buildings are too big. Okay ...
Here buildings are too big. Okay ...
- Fri Aug 09, 2019 4:13 pm
- Forum: News
- Topic: Friday Facts #307 - 0.17 stable candidate
- Replies: 83
- Views: 47101
Re: Friday Facts #307 - 0.17 stable candidate
What about new fluid mechanic? Is it already implemented, or postponed for future?
Because current performance of semi-long pipes is very low.
Because current performance of semi-long pipes is very low.
- Fri Aug 09, 2019 4:09 pm
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1959
Re: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
Next day I turn power switch on a power supply off for several minutes, did BIOS reset to default, loaded optimized defaults and everything turned back to normal. Still no idea what caused the problem. No crashes anymore.
I suspect that some memory access control setting in a BIOS got changed to ...
I suspect that some memory access control setting in a BIOS got changed to ...
- Wed Aug 07, 2019 5:24 am
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1959
Re: [0.17.63] Crash with unknown reason, repeatable to some degree
Sorry for bug report - it's a hardware problem in my PC.
Memtest86 shows, that, due to unknown to me reason, memory, when it's temperature gets to 67 degrees, starts to fail a lot. DDR3, no manual overclocking.
Memtest86 shows, that, due to unknown to me reason, memory, when it's temperature gets to 67 degrees, starts to fail a lot. DDR3, no manual overclocking.
- Tue Aug 06, 2019 9:25 pm
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1959
Re: [0.17.63] Crash with unknown reason, repeatable to some degree
Thanks for the report. Looking at the 3 crash logs they're all crashing in completely random places each time. That makes me highly suspect bad RAM on your end.
Yes, it crashes at random with c0000005 code always.
Had no problems with RAM before. I'll run some test tomorrow, will write here if ...
- Tue Aug 06, 2019 8:11 pm
- Forum: Not a bug
- Topic: [0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
- Replies: 6
- Views: 1959
[0.17.63] Crash with unknown reason, repeatable to some degree - not a bug, remove topic
I was running across terrain, planning where to put a new chemical refinery. So was moving for last 10 seconds at least. Suddenly screen freezes for a few seconds, then a message about crash appear.
Autosave - about 2 min before crash.
After restarting game and loading save it did not crashed same ...
Autosave - about 2 min before crash.
After restarting game and loading save it did not crashed same ...
- Mon Jul 15, 2019 7:58 am
- Forum: General discussion
- Topic: Should standing next to an active reactor harm player health?
- Replies: 42
- Views: 18416
Re: Should standing next to an active reactor harm player health?
Short answer - no.
Satisfactory has this feature, and it cause more problems then fun in game.
Satisfactory has this feature, and it cause more problems then fun in game.
- Mon Jul 15, 2019 6:28 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] New Game+
- Replies: 45
- Views: 29659
Re: [MOD 0.16, 0.17] New Game+
Nice, that it works again. 
Do I understand right, that numbers in your interface, in basic part, 100 times less then in Factorio default game creation, because there % are used? And equal in advanced tab. Or no?

Do I understand right, that numbers in your interface, in basic part, 100 times less then in Factorio default game creation, because there % are used? And equal in advanced tab. Or no?
- Fri May 03, 2019 9:12 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 74510
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
In an article about GameDevTycoon, their creators complains, that their game is bought legally for less then 10% of users. Their statistics looks artificial, since it's 1st day of sales. As I heard, a lot of players prefer to download "free torrent demo", to see what games looks like. Some of them ...
- Thu Apr 18, 2019 9:23 am
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 9084
Re: Minimal nuclear power for artillery outpost?
Hehe, my education in a field of energy production, also do not allow me to consider long time steam storage, even in game.Hannu wrote: Thu Apr 18, 2019 6:46 am That suggested steam transporting may be better option in game world. However, I do not like such unrealistic physics and will not use them.
- Tue Apr 16, 2019 11:19 pm
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 9084
Re: Minimal nuclear power for artillery outpost?
- Biters, normally, attack only pollution producing things, everything else only when too bored. At least I had some power lines across biters controlled territory and they completely ignored them.
- Nuclear reactor is not a compact thingy.
- Majority of base defense plans still agree, that it's ...
- Nuclear reactor is not a compact thingy.
- Majority of base defense plans still agree, that it's ...
- Tue Apr 16, 2019 8:01 am
- Forum: General discussion
- Topic: Playing at 'full speed'
- Replies: 14
- Views: 5399
Re: Playing at 'full speed'
I never thought that game speed can be changed, neither had any problems about it. If you think biter attacks are too fast - just build more defense in advance. If you fight for extra territory - do it some automatic way - not by hands, like in shooter.
- Tue Apr 16, 2019 7:56 am
- Forum: General discussion
- Topic: New Train GUI less usable for trains with lots of destinations
- Replies: 2
- Views: 1399
Re: New Train GUI less usable for trains with lots of destinations
Could be nice. I also use personal train, and new station list is too long.
I'd say right of switch automatic-manual, a checkbox or switch show/hide conditions (switch state saved for each train individually) will solve the problem.
I'd say right of switch automatic-manual, a checkbox or switch show/hide conditions (switch state saved for each train individually) will solve the problem.
- Mon Apr 15, 2019 8:42 am
- Forum: Gameplay Help
- Topic: how to change map generation to 0.17 on old 0.16 map?
- Replies: 1
- Views: 1222
Re: how to change map generation to 0.17 on old 0.16 map?
I've found so far:
File in client data\map-gen-settings.example.json
has a comment
Use '0_16-elevation' to reproduce terrain from 0.16."
I've checked in two saves: in older maps this field is "0_16-elevation" and "nil" in new 0.17 generated maps.
I can print that value in console:
/c game ...
File in client data\map-gen-settings.example.json
has a comment
Use '0_16-elevation' to reproduce terrain from 0.16."
I've checked in two saves: in older maps this field is "0_16-elevation" and "nil" in new 0.17 generated maps.
I can print that value in console:
/c game ...
- Sun Apr 14, 2019 6:47 pm
- Forum: Gameplay Help
- Topic: Shushi Belt?
- Replies: 7
- Views: 3360
Re: Shushi Belt?
In whole I've found Shushi Belt somewhat fun but not so useful design.
Because it has limited throughput, does not support well lab number increase, and have to be fine tuned many times (if you making one by yourself). So I usually skip it and go directly to dedicated area bot supplied research ...
Because it has limited throughput, does not support well lab number increase, and have to be fine tuned many times (if you making one by yourself). So I usually skip it and go directly to dedicated area bot supplied research ...
- Sun Apr 14, 2019 6:17 pm
- Forum: Gameplay Help
- Topic: There is no spoon help
- Replies: 8
- Views: 2129
Re: There is no spoon help
I think it's either "fish" or game complete with a satellite. Can't do both with one rocket.
- Sun Apr 14, 2019 3:22 pm
- Forum: Gameplay Help
- Topic: Shushi Belt?
- Replies: 7
- Views: 3360
Re: Shushi Belt?
If something is too complicated, just build one yourself, then it will be easier.
In Factorio, other player designs, often could be used as a guide, not for direct copy. Ofc, you can direct blueprint copy 12*12 mixer or 4x4 railway cross, just because it's boring to create same thing by hands.
In ...
In Factorio, other player designs, often could be used as a guide, not for direct copy. Ofc, you can direct blueprint copy 12*12 mixer or 4x4 railway cross, just because it's boring to create same thing by hands.
In ...
- Sun Apr 14, 2019 12:43 pm
- Forum: Gameplay Help
- Topic: how to change map generation to 0.17 on old 0.16 map?
- Replies: 1
- Views: 1222
how to change map generation to 0.17 on old 0.16 map?
I have a map originally generated in 0.15
When client was upgraded to 0.16 new chunks were generated using 0.16 algorithm (the one we all hate).
Now I continue to play this map in 0.17, but new chunks are still getting generated using 0.16. :cry:
I suppose client preserve old generation method for ...
When client was upgraded to 0.16 new chunks were generated using 0.16 algorithm (the one we all hate).
Now I continue to play this map in 0.17, but new chunks are still getting generated using 0.16. :cry:
I suppose client preserve old generation method for ...
- Mon Apr 08, 2019 10:26 am
- Forum: Not a bug
- Topic: [0.17.25] Coal deposits blinks on a minimap when char moves
- Replies: 10
- Views: 3646
Re: [0.17.25] Coal deposits blinks on a minimap when char moves
Very cool demo picture!
On my display both Parity and Step 2px works well - no blinking.
On slow movement speed all methods have some disadvantages, but better then Normal.
Parity gives some shimmering on deposit borders, while in Step 2px map movement is a little less smooth.
I think Parity is ...
On my display both Parity and Step 2px works well - no blinking.
On slow movement speed all methods have some disadvantages, but better then Normal.
Parity gives some shimmering on deposit borders, while in Step 2px map movement is a little less smooth.
I think Parity is ...