Search found 210 matches

by Dixi
Sat Aug 10, 2019 7:47 pm
Forum: PyMods
Topic: Problem with too big/obscuring building sprites
Replies: 7
Views: 2991

Re: Problem with too big/obscuring building sprites

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 ...
by Dixi
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 ...
by Dixi
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.
by Dixi
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 ...
by Dixi
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.
by Dixi
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 ...
by Dixi
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 ...
by Dixi
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.
by Dixi
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?
by Dixi
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 ...
by Dixi
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?

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.
Hehe, my education in a field of energy production, also do not allow me to consider long time steam storage, even in game.
by Dixi
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 ...
by Dixi
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.
by Dixi
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.
by Dixi
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 ...
by Dixi
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 ...
by Dixi
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.
by Dixi
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 ...
by Dixi
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 ...
by Dixi
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 ...

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