Search found 210 matches

by Dixi
Tue Feb 26, 2019 9:41 pm
Forum: Not a bug
Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
Replies: 6
Views: 3686

[0.17.0] Oil refinery problem: inputs are changing on recipe change

I've loaded existing 0.16 save with big base.

In oil refinery section all refineries were connected for Advanced oil processing plan.
But some of them were switched later to Basic oil processing. That caused no problems in 0.16
After map load in 0.17 water supplying pipe become marked for oil ...
by Dixi
Mon Feb 11, 2019 10:59 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 53691

Re: Friday Facts #281 - For a Few Frames More



now if only i didn't have to hold my hands together in frustration while the game pauses and takes 30 seconds to save my huge base. totally interrupting my train of thought, or biter attack. i brought this up before but no one seemed to think it was a great idea, but i would really love a 10 ...
by Dixi
Fri Feb 08, 2019 10:30 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 53691

Re: Friday Facts #281 - For a Few Frames More

Philip017 wrote: Fri Feb 08, 2019 10:05 pm that steam over the reactor setup is too obscuring to be able to work under it
Adds more realism? :-) In RL they usually turn off turbine, before doing some works.

But I agree, less dense smoke will be better.
by Dixi
Fri Feb 08, 2019 7:22 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 53691

Re: Friday Facts #281 - For a Few Frames More


config.ini
cache-sprite-atlas=true

Wonderful! Why it's not true by default?
Load time about 17 sec without cache (default) and only 9 sec after change.
1.8Gb atlas-cache really not a problem.

Do you have any more advises how to speedup loading, by chance? ;-)

Also, a question to DEV's:
Why you ...
by Dixi
Sun Jan 27, 2019 9:56 am
Forum: Gameplay Help
Topic: Practical limits with large belt base without beacons
Replies: 7
Views: 3045

Re: Practical limits with large belt base without beacons

I wonder, no beacons at all - is that some kind of challenge? Like "no bots" factory?
Some people are trying to put as many beacons as possible, other just interchange lines of factories with lines of beacons, but not using them at all makes you to build just much bigger factory I think, isn't it?
by Dixi
Sat Jan 26, 2019 4:07 pm
Forum: Gameplay Help
Topic: Practical limits with large belt base without beacons
Replies: 7
Views: 3045

Re: Practical limits with large belt base without beacons

I have 1k SPM atm, and it uses 7.2M iron plates per hour. If we compare base size using iron plates, base needed to be about 7 times bigger then the one you've mentioned.
by Dixi
Sat Jan 26, 2019 3:12 pm
Forum: Gameplay Help
Topic: any optimal limit of bots served area or amount?
Replies: 1
Views: 1424

any optimal limit of bots served area or amount?

When I have 10-20-30 roboports and hundreds, maybe thousand of bots flying around them, serving some dedicated not big factory, like red engines production, or yellow bottles, every thing works perfectly.

But when I build some big structure covered by one drone area, like big ore to steel plant ...
by Dixi
Fri Jan 11, 2019 6:40 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 55391

Re: Friday Facts #277 - GUI progress update

I tried wave defense once, and found that it's a game mode that requires fast clicking and game rush (things I hate most) so I never tried it again.
In Factorio I enjoy the game because in a normal game there no rush, and the game is mostly about right designs and planning, not about fast clicking ...
by Dixi
Mon Dec 31, 2018 8:47 pm
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Re: Regenerate map under existing factory, any ideas?

Optera wrote: Mon Dec 31, 2018 8:34 pm Would be even nicer though if you added a check so it doesn't remove all concrete.
I think concrete is located in same layer as decorative foliage. And listed above code does not work with it - it only replace old tiles with new, according to changed map generator. So it's mostly cosmetic change.
by Dixi
Mon Dec 31, 2018 2:56 pm
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Re: Regenerate map under existing factory, any ideas?

Yes this code works. But it does not moves whole player made structures to a new map. It only replacing old terrain types with new, without any changes to geography and ore deposits. As staviq correctly mentioned, new copied terrain will looks really flat and lifeless, since we do not copy foliage ...
by Dixi
Mon Dec 31, 2018 11:16 am
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Re: Regenerate map under existing factory, any ideas?


I was thinking at some point about adding a "cleanup" function to NiceFill, that would traverse chunks and fix inconsistent ground texture, and i might actually do it now that somebody actually has use for it.
There is however a problem of foliage, aka decorations that NiceFill currently ignores ...
by Dixi
Mon Dec 31, 2018 11:05 am
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Re: Regenerate map under existing factory, any ideas?

I've checked NiceFill mod LUA code. I understand how he creates a new surface and calls map generator to create terrain chunks there, but I don't understand how to copy chunks (or tiles) from there to primary surface. In NiceFill that method might be a little complicated since he wants to copy only ...
by Dixi
Mon Dec 31, 2018 10:55 am
Forum: Mods
Topic: [MOD 0.16.x] NiceFill
Replies: 68
Views: 35009

Re: [MOD 0.16.x] NiceFill

I'm trying to regenerate map under existing factory (because it was created long ago with an old version of map generator).
https://forums.factorio.com/viewtopic.php?p=391813
Seems you know how to "ask" map generator to create new tiles/chunks.
Maybe you could say something useful in above ...
by Dixi
Mon Dec 31, 2018 9:07 am
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Re: Regenerate map under existing factory, any ideas?


You are need https://mods.factorio.com/mod/NewGamePlus

That is an interesting option but not the thing I'm looking for.
I want to keep existing base, not to get in a new world, while keeping research and full pockets.


Does anyone know if it would be possible to store the contents of a chunk ...
by Dixi
Sun Dec 30, 2018 2:04 pm
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Re: Regenerate map under existing factory, any ideas?

Yes I know about that and another similar but older mods.
But question is about replacing whole map.
I suppose it might be done in LUA, by telling to engine that map need to be regenerated chunk by chunk.
Mentioned above mod also iterate all chunks, checking some conditions, and in the end deleting ...
by Dixi
Sun Dec 30, 2018 10:08 am
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 10837

Regenerate map under existing factory, any ideas?

I have reasonably sized base (360 hours playtime, 1k SPM, 1 rocket/min, ~8000 rockets launched) started on 0.15 map. Biters present on a map, normal settings.
Since change to 0.16 new chunks are generated by different algorithm so map looks inconsistent. But I used to it, to some degree. In 0.17 map ...
by Dixi
Sun Dec 30, 2018 9:41 am
Forum: General discussion
Topic: What about a subscription model for Factorio starting with 0.18?
Replies: 43
Views: 14286

Re: What about a subscription model for Factorio starting with 0.18?

Subscription like $15/month is the best model for MMORPG. And it's the only place where is fits perfectly.

Factorio is a normal "box kind" single/several players multiplayer game. And price per box is good here. I paid once - I play forever. Expansions/DLC is another story, but since the game has ...
by Dixi
Sat Dec 22, 2018 2:06 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1167650

Re: Factorio Roadmap for 0.17 & 0.18

So we should assume that 0.17 will be available for download around 31 of January? Or earlier? Asking, because it's about a month left, and the date might be more predictable.
by Dixi
Sat Dec 22, 2018 8:47 am
Forum: General discussion
Topic: Steam Awards 2018
Replies: 4
Views: 2804

Re: Steam Awards 2018

Yes, we can vote for our beloved game now!
by Dixi
Sun Nov 25, 2018 10:57 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 50085

Re: Friday Facts #270 - HR Substation & Save/Load overview

I always thought that "Entities", if biters fit in there, takes much more space in a save file.
Because, when everything is calm, my save file is around 40Mb. If I start to expand and clear a new map piece, even not so big one, or do some manual artillery shooting (both actions leads to intensive ...

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