Search found 120 matches

by morsk
Mon Oct 07, 2019 9:31 pm
Forum: Technical Help
Topic: [SOLVED] Extremely Slow Map Download on New Computer
Replies: 8
Views: 4691

Re: [0.17.69] Extremely Slow Map Download on New Computer

Some things that didn't help: iperf to test UDP. ( iperf3 --bandwidth 50M --udp --reverse --client iperf.he.net ) Both machines get 29.5 Mbps if I request 100, and go to 100 if I request more than 100. I don't understand this difference. But it's the same on both machines. Trying the same wifi card ...
by morsk
Mon Oct 07, 2019 12:18 am
Forum: Technical Help
Topic: [SOLVED] Extremely Slow Map Download on New Computer
Replies: 8
Views: 4691

Re: [0.17.69] Extremely Slow Map Download on New Computer

Drivers: I had all drivers from the motherboard's website, but let Windows do the video card. (Since my priority was to test Factorio multiplayer.) I've since found slightly newer drivers from AMD/Realtek/Intel, and Nvidia's 436.48, but it didn't improve things. Capping Ethernet at 10 Mbps makes it...
by morsk
Fri Oct 04, 2019 10:17 pm
Forum: Technical Help
Topic: [SOLVED] Extremely Slow Map Download on New Computer
Replies: 8
Views: 4691

Re: [0.17.69] Extremely Slow Map Download on New Computer

From here I'd throw in a guess that you probably might have skipped chipset and etc drivers installation. Contrary to popular belief that OS should handle it by itself I think nobody should leave this unchecked. I did install them, from USB before I even let the computer go online. But I can try re...
by morsk
Fri Oct 04, 2019 11:36 am
Forum: Technical Help
Topic: [SOLVED] Extremely Slow Map Download on New Computer
Replies: 8
Views: 4691

[SOLVED] Extremely Slow Map Download on New Computer

681.067 Verbose TransferTarget.cpp:201: Received block 4159 that we didn't request 681.067 Verbose TransferTarget.cpp:201: Received block 4158 that we didn't request 681.067 Verbose TransferTarget.cpp:201: Received block 4157 that we didn't request 681.067 Verbose TransferTarget.cpp:201: Received b...
by morsk
Fri Jul 26, 2019 9:29 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 282050

Re: Friday Facts #305 - The Oil Changes

BlueTemplar wrote: ↑
Fri Jul 26, 2019 7:44 pm
What kind of game settings are you using that you need multiple smelters like that before blue science ?!?
I can't answer this without validating your behavior, which I won't do. You make too many posts and at least 1/3 of them are insulting someone.
by morsk
Fri Jul 26, 2019 7:22 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 282050

Re: Friday Facts #305 - The Oil Changes

The FFF claims "worker robots are a good motivation and reward for unlocking Chemical science pack" but I disagree. Motivation is for things in sight, not something far over the horizon. It already took so long to unlock them that Nanobots is one of the most popular mods. Now it takes long...
by morsk
Sun Jul 21, 2019 8:28 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

I just realized. If oil is so frustrating that they're willing to break 1/2 the early game over it, maybe they should just let players walk through pipes. What's really causing the frustration, hm?
by morsk
Sun Jul 21, 2019 6:03 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

Please, don't make silly comparisons. Trains only need stone, steel, green circuits and basic engines. While conbots also need lubricant and batteries, and 45 red circuits per roboport to actually use them. (And personal roboports need 50 blue science.) Ingredients aren't the point; if techs were a...
by morsk
Sun Jul 21, 2019 3:01 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

I wonder how many first time players actually use robots, too. I certainly didn't use them first time around, I didn't even know they exist and I had no idea that I need the storage chest for them. These things are better nowadays, but still. They are a powerful tool but completely optional. I used...
by morsk
Sat Jul 20, 2019 3:09 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

I think it would make more sense to move sulfur and batteries to after chemical sci too. Only affects accumulatiors. Cliff Explosive, batteries for Modular Armor, Rockets. I'm not sure rockets will ever be good, but with Laser Turrets pushed farther, they may fill a niche for long-range attacks tha...
by morsk
Sat Jul 20, 2019 7:45 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

There is no way to get blue science quickly. Either we can have construction bots before it, or we can't. I fear Wube isn't getting enough feedback on this, because it's happening in the same FFF as far more controversial changes to Basic Oil. Of course they don't get feedback about it anymore. Onl...
by morsk
Sat Jul 20, 2019 4:31 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

So, how feasible would it be to hand-craft the blue science required for construction robots (and pre-requisites) ? Not at all, for three reasons I can think of. There isn't going to be any workaround. Plastic & Engines can't be hand-crafted. Blue Science, Red Circuit, and Engine are slow . We'...
by morsk
Fri Jul 19, 2019 9:15 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 208908

Re: Friday Facts #304 - Small bugs; Big changes

Construction Bots are in green science for a reason, and this shouldn't change. Least of all as a mere side-effect of trying to make oil easier. Blue science is large, as is the infrastructure to support it. Building it after bots vs. before is a big difference. Players who want to rush the bots and...
by morsk
Tue Jun 11, 2019 8:35 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 207575

Re: ModMyFactory - mod manager and more

ModMyFactory is not compatible with Factorio versions 0.17.0 to 0.17.8 due to a bug affecting those versions. If you want to use ModMyFactory with Factorio 0.17 you have to use a version from 0.17.9 onward. Factorio 0.16.51 and older versions also work. I hope this isn't complaining, but as a poten...
by morsk
Tue Jun 11, 2019 8:05 pm
Forum: Ideas and Suggestions
Topic: Display When Unit Is Connected To Both Logistic & Circuit Networks
Replies: 1
Views: 738

Display When Unit Is Connected To Both Logistic & Circuit Networks

Inserters -- and other things, but I'll stick to inserters -- can be connected to both the logistic and circuit networks at the same time. "Disable" has priority. If either network disables it, it is disabled. This works, but the UI is confusing. It shows you the circuit network, unless yo...
by morsk
Fri Jan 18, 2019 4:23 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65909

Re: Friday Facts #278 - The new quickbar

- 1-5 for Left Side Items. - Shift(hold) + 1-5 for Right Side Items - X to get another Page. - X(hold) + 1-5 for Pages 1-5 - Shift(hold) + X(hold) + 1-5 for Pages 6-0 Maybe that is something for you? X is hard to press like that, and treating it as a modifier key is unusual. If i had to bind someth...
by morsk
Fri Jan 18, 2019 2:34 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65909

Re: Friday Facts #278 - The new quickbar

I don't like it. Players have been trying to get developers to stop using the right side of the board for important keys for decades. You must realize why it's wrong; you made the 1-5 and Shift 1-5 before. But something changed, and now you're delivering the same 1-0 keys that everyone knows are bad...
by morsk
Tue Jan 08, 2019 7:35 pm
Forum: This Forum
Topic: Re: Friday Facts #266 Censorship/Moderation Behaviour
Replies: 15
Views: 7305

Re: Friday Facts #266 Censorship/Moderation Behaviour

This "controversy" only exists because of forum limitations: the inability to disagree quietly . On reddit, I can downvote without replying. I can reply without quoting. And when I reply, it doesn't make a copy of the post I'm disagreeing with, sending it back into the thread again for eve...
by morsk
Fri Jan 04, 2019 11:47 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 154080

Re: Friday Facts #275 - 0.17 Science changes

Bold added - Which, again, just proves my point that the primary criteria, and basically only valid one you're accepting here, is that the item replacing rails must be used generally like rails. This has nothing to do with tech level, cost, production complexity, theme fit. Those criteria don't act...
by morsk
Fri Jan 04, 2019 4:27 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64288

Re: Friday Facts #276 - Belt item spacing & Script rendering

As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flicker with inactivity in 0.16, now all of them ...

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