Search found 187 matches

by AngledLuffa
Sat Nov 03, 2018 8:49 pm
Forum: Ideas and Suggestions
Topic: What i would change on Factorio after playing it for one or two -thousand Hours.
Replies: 5
Views: 1742

Re: What i would change on Factorio after playing it for one or two -thousand Hours.

You can build artillery and rain death on the biters in a very automated manner.

There is also a "biters begone" mod which does the genociding for you. I keep myself honest by continuing to build fortified walls despite the complete extinction of biters in my corner of the world.
by AngledLuffa
Sat Nov 03, 2018 8:02 pm
Forum: Ideas and Suggestions
Topic: Access logistic trash slots when opening a chest
Replies: 2
Views: 819

Re: Access logistic trash slots when opening a chest

That sounds just as good. Would also neatly take care of another minor annoyance, which is that some items can be shift-clicked to the trash and others can't. There would need to be some way to only trash part of an inventory slot, though. For example, I can trash 50 belt and keep the other 50 right...
by AngledLuffa
Fri Nov 02, 2018 7:14 am
Forum: Ideas and Suggestions
Topic: Access logistic trash slots when opening a chest
Replies: 2
Views: 819

Access logistic trash slots when opening a chest

It would save a lot of time when in the field, away from a logistic network, to be able to put stuff into a chest directly from your trash slots.
by AngledLuffa
Wed Oct 24, 2018 10:16 pm
Forum: Gameplay Help
Topic: Electric network UPS
Replies: 3
Views: 2356

Electric network UPS

I have a megabase which is right at the point where increasing its size will bring its UPS below 60 on my laptop (hovering a large blueprint makes it go below 60, for example). I profiled this base using Visual C++ (Windows 10). According to the profile, 2.89% of my time is spent updating the electr...
by AngledLuffa
Tue Oct 23, 2018 6:04 pm
Forum: Ideas and Suggestions
Topic: Show circuit network signal on non-pole entity
Replies: 14
Views: 4417

Programmable Speaker

TL;DR Hover over programmable speakers to see the circuit values coming in Why? Player can attach a wire to an electric pole to get the current circuit values. However, that adds unnecessary clutter. It also adds another step in the process of designing new circuits. Hovering the mouse over the pro...
by AngledLuffa
Tue Oct 23, 2018 6:00 pm
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 20327

Re: Commenting combinators

While drawing on the ground with bricks is certainly possible, it also takes up a ton of space and is incredibly tedious. Whether the comments take the form of signposts or comments associated directly with the circuit elements, it would be nice to have a way to make short notes on any particular se...
by AngledLuffa
Tue Oct 23, 2018 1:17 am
Forum: Gameplay Help
Topic: Marking inputs in blueprints
Replies: 7
Views: 4342

Re: Marking inputs in blueprints

Super ghetto method is to include it in the title.

Eg "Red chips, iron/plastic top, copper bottom"
by AngledLuffa
Tue Oct 23, 2018 1:13 am
Forum: Gameplay Help
Topic: Finding separate electric networks
Replies: 6
Views: 1793

Re: Finding separate electric networks

Thanks, the suggestion on how to find disconnected items was perfect. Fixed a few more solar panels whose block was placed slightly over water and didn't have a power pole.
by AngledLuffa
Mon Oct 22, 2018 11:50 pm
Forum: Ideas and Suggestions
Topic: Connection of circuit network over distances.
Replies: 22
Views: 10640

Re: Logic network signal transmitter/emitter

Similar things have been suggested quite a number of times. What's the result of things that have been suggested several times? Is there some way to keep track of which suggestions are possible and which are not likely to ever happen? This one in particular would be very neat in terms of customizin...
by AngledLuffa
Mon Oct 22, 2018 7:34 pm
Forum: Gameplay Help
Topic: Finding separate electric networks
Replies: 6
Views: 1793

Re: Finding separate electric networks

The debug overlay sounds like a good place to start, thanks! Now I find myself wondering if such a mod could also find accumulators, panels, or other entities which are not connected to any network at all. I know about the blinking electric symbol when first installed, but I've been installing power...
by AngledLuffa
Mon Oct 22, 2018 5:59 pm
Forum: Gameplay Help
Topic: Finding separate electric networks
Replies: 6
Views: 1793

Finding separate electric networks

Is there a way to find separate electric networks on a map? Base game or a mod would both be fine. I ask because during a recent survey of my biggest base, I found that there were a few hundred solar panels not connected to the rest of the network. It's possible there are other clusters of panels or...
by AngledLuffa
Sat Jul 14, 2018 3:08 pm
Forum: Technical Help
Topic: [16.51] FPS has dropped, improves when using map view
Replies: 11
Views: 2989

Re: [16.51] FPS has dropped, improves when using map view

That's an interesting point. I had thought it was the Intel chip for the laptop display.

Anyway, it seems they are making the rendering more efficient with 0.17, so perhaps I just need to wait for that upgrade.
by AngledLuffa
Thu Jul 12, 2018 5:20 pm
Forum: Ideas and Suggestions
Topic: Late game train research
Replies: 0
Views: 685

Late game train research

TL;DR: Add research modifiers and infinite research options for faster trains. Many rockets after the first one, an organically grown mega factory is a huge, sprawling mess. Trains take a long time to go from where resources are to where they are needed, and as a player, getting from point A to poin...
by AngledLuffa
Sat Jun 30, 2018 5:54 am
Forum: Technical Help
Topic: [16.51] FPS has dropped, improves when using map view
Replies: 11
Views: 2989

Re: [16.51] FPS has dropped, improves when using map view

Further exploring this idea, I think that when running Factorio on my laptop display (Lenovo P51), it is using the Intel HD Graphics 630 integrated graphics. This means it is absolutely using the system memory to display Factorio. I guess this is running into the memory bandwidth limitations that ha...
by AngledLuffa
Sat Jun 30, 2018 5:19 am
Forum: Technical Help
Topic: [16.51] FPS has dropped, improves when using map view
Replies: 11
Views: 2989

Re: [16.51] FPS has dropped, improves when using map view

This explanation seems very likely. Changing the resolution to 1920x1080 immediately fixed the UPS issues. It also explains why the UPS would go back to 60 when I would zoom in on an area which caused the FPS to drop to 20 or so. Can you think of any way to get around this aside from changing the re...
by AngledLuffa
Wed Jun 27, 2018 5:04 pm
Forum: Technical Help
Topic: [16.51] FPS has dropped, improves when using map view
Replies: 11
Views: 2989

Re: [16.51] FPS has dropped, improves when using map view

Thank you both for the suggestions. I do find that the laptop eventually gets quite toasty. Is there a good way to find out if that means it's throttling? The performance doesn't degrade as it gets hotter. My guess is that suggests there isn't throttling going on, but I don't know for sure. One thin...
by AngledLuffa
Fri Jun 22, 2018 9:36 pm
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 32781

Re: Friday Facts #248 - Not Saturday Facts

Gergely wrote:
mexmer wrote:0.17 when? :mrgreen:
When it's ready.

Stupid question. (Stop asking the developers to make promises!!)
I don't think we're looking for a day and time. Just an estimate would be nice: days, weeks, months, end of year, etc
by AngledLuffa
Mon Jun 18, 2018 4:55 pm
Forum: Technical Help
Topic: [16.51] FPS has dropped, improves when using map view
Replies: 11
Views: 2989

[16.51] FPS has dropped, improves when using map view

As my factory has grown, my FPS and UPS have dropped significantly. Strangely, if I use the map view to zoom in on certain high traffic areas, the FPS drops even further but the UPS goes up to almost 60. I remember some time ago the factory didn't have UPS problems quite this bad, but when I loaded ...
by AngledLuffa
Fri May 11, 2018 3:29 pm
Forum: Releases
Topic: Version 0.16.42
Replies: 6
Views: 10361

Re: Version 0.16.42

Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).
Is this a one-time operation or something that happens every game tick being optimized?

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