Search found 237 matches
- Mon Mar 23, 2020 8:18 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 90014
Re: Friday Facts #339 - Beacon HR + Redesign process
A frame of animation from the beacon in Factorio 0.6, for historical perspective: basic-beacon.png The return to electrical arcs (blue here, across the top and somewhat in the middle) is an interesting cycle of design iteration. That was the 0.1.0 - 0.5.3 lab graphic. It was put on beacons when the...
- Sun Mar 22, 2020 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Add more devices to Circuit network
- Replies: 16
- Views: 3759
Re: Add more devices to Circuit network
I use clockwork and timetools for this. clockwork allows the time to be modified
- Sun Mar 22, 2020 3:22 am
- Forum: Releases
- Topic: Version 0.18.15
- Replies: 17
- Views: 13810
Re: Version 0.18.15
I found that Factorio put al lot of load to CPU even when in pause mode on the Mac OS Catalina 10.15.3 Running Factorio also puts heavy load on a MacBook Pro, a pretty advanced machine thought Usually just zoom in as far as possible and pausing helps lower CPU usage while paused. If you look at the...
- Sat Mar 21, 2020 12:13 am
- Forum: Releases
- Topic: Version 0.18.15
- Replies: 17
- Views: 13810
Re: Version 0.18.15
brunzenstein wrote: ↑Fri Mar 20, 2020 6:06 pmI found that Factorio put al lot of load to CPU even when in pause mode on the Mac OS Catalina 10.15.3
Running Factorio also puts heavy load on a MacBook Pro, a pretty advanced machine thought
Usually just zoom in as far as possible and pausing helps lower CPU usage while paused.
- Fri Mar 20, 2020 2:21 am
- Forum: Not a bug
- Topic: [0.15.12] Aliens attacks trees
- Replies: 6
- Views: 2014
Re: [0.15.12] Aliens attacks trees
If possible, I'll try and make a save the next time I catch it happening. This has been classified as normal behavior and is not considered a bug. More data is not necessary. what? (without citation your reply has no weight as per the comments in thread) >from dev above: sometimes it's normal. I wo...
- Mon Mar 16, 2020 12:29 pm
- Forum: Ideas and Requests For Mods
- Topic: Delivery drones mod
- Replies: 10
- Views: 3482
Re: Delivery drones mod
Welp that sucks, you can port it to .17 but it does give error. DDM_Error.PNG - Remove Flag DDM_Error002.PNG - this is where it stumps me reading tf_util.lua and make_request_recipes.lua RIP I was mainly interested in this mod because I've actually designed similar concepts on paper but can't get my...
- Sun Mar 15, 2020 4:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Delivery drones mod
- Replies: 10
- Views: 3482
Re: Delivery drones mod
Amazing, any hope for a version on the stable release?Klonan wrote: ↑Sun Mar 15, 2020 2:23 pmOk I made a mod:
https://mods.factorio.com/mod/Transport_Drones
- Fri Mar 13, 2020 5:46 am
- Forum: Technical Help
- Topic: [0.17.79] Crash on save: "Error Pump.cpp:165:...would result in save/load instability"
- Replies: 1
- Views: 571
[0.17.79] Crash on save: "Error Pump.cpp:165:...would result in save/load instability"
This was all on my local disk, was just playing around with electric network. Thought I disabled autosave, welp it's off now Saving to _autosave2 (blocking). 4262.187 Verbose Scenario.cpp:835: Saving game as C:\Users\MiG\Games\Factorio\saves/_autosave2 Factorio crashed. Generating symbolized stacktr...
- Fri Mar 13, 2020 3:53 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Small, circuit-wire-only power poles.
- Replies: 11
- Views: 2994
Re: [Request] Small, circuit-wire-only power poles.
I was able to sit down just now and play with this a bit. At first it seemed like the same thing as an electric pole only tinier. - auto-draws connections So this was just a conflict with 'Lighted Electric Poles +' https://mods.factorio.com/mods/Optera/LightedPolesPlus It is kind of interesting, if ...
- Fri Mar 13, 2020 1:48 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Small, circuit-wire-only power poles.
- Replies: 11
- Views: 2994
Re: [Request] Small, circuit-wire-only power poles.
I agree with this request. Why not https://mods.factorio.com/mod/ConnectionBox ? Yeah not sure why I didn't look there for an updated file. I tried modifying the info json with no luck and then posted the reply. Thanks for pointing me in the right direction, the new graphics look a lot better too!
- Thu Mar 12, 2020 6:13 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Small, circuit-wire-only power poles.
- Replies: 11
- Views: 2994
Re: [Request] Small, circuit-wire-only power poles.
I agree with this request. You don't need copper wires for electric poles to read circuit network contents. And the auto-connect electric poles is annoying when trying to manage where power is and just creates clutter. I know you can remove all wires but its tedious after awhile, then you have the n...
- Fri Mar 06, 2020 8:16 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29325
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
just sounds like you want to rush I mean, it's only been seven years. As a modder I look forward to the game being stable and the end of feature drift. Yeah and I understood that viewpoint, I was just comparing the release cycle to the previous ones. aha no doubt, I think you speak for the majority...
- Fri Mar 06, 2020 7:53 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29325
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Given that, and the relatively short timeframe for 1.0 release, the update of the statistics GUI has really just been a style update, no new features or heavy logic rewriting. Does this mean we will be losing out on a lot of potential features for other interfaces as well? Stating a short time fram...
- Fri Mar 06, 2020 6:33 pm
- Forum: Technical Help
- Topic: Save Game
- Replies: 4
- Views: 1133
Re: Save Game
Simplest option is probably to just use the .zip version. That version will store your mods and saves within subdirectories and is fully self contained and portable, so you can run it from another drive (or even a usb stick). I do use that version :) but running internal vs external is just a lot m...
- Fri Mar 06, 2020 12:09 am
- Forum: Technical Help
- Topic: Save Game
- Replies: 4
- Views: 1133
- Thu Mar 05, 2020 9:52 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Tree Brush
- Replies: 7
- Views: 2751
Re: [Request] Tree Brush
Does this randomize the tree type when placed? Trying to figure out to make forest. From Various-Maps: u6ry7x6f8ko21.jpg ojq9rswfo1j21.png 833ihp4nqtl31.jpg Current-Map: Generated_Trees001.PNG Generated_Trees003.PNG Generated_Trees002.PNG Generated_Trees004.PNG Hand-Crafted: Dragging them is the fas...
- Thu Mar 05, 2020 5:09 pm
- Forum: Technical Help
- Topic: Save Game
- Replies: 4
- Views: 1133
Save Game
Hello, My computer resets its image on reboot which is usually fine however lately it randomly goes into standby while on DC without the ability to recover resulting in loss of save data. Is there any parameters to change the save directory, not listed on the site? (https://wiki.factorio.com/Command...
- Sun Mar 01, 2020 5:15 am
- Forum: Videos
- Topic: What happens when you tell a train to go to the stop its at?
- Replies: 0
- Views: 1027
What happens when you tell a train to go to the stop its at?
DEATHTORIO TRAINSCHEDULER
- Sat Feb 29, 2020 10:56 pm
- Forum: Mods
- Topic: Indestructible Designs (0.17-.0.18)
- Replies: 0
- Views: 612
Indestructible Designs (0.17-.0.18)
Mod Portal: https://mods.factorio.com/mod/indestructible-designs IndestructibleDesigns.png Make walls indestructible! (is configurable in settings. Other entities to be added.) - Worry less about the eminent biter threat, focus on designing your factory, and testing military strategies without repr...
- Sat Feb 29, 2020 8:43 pm
- Forum: Gameplay Help
- Topic: Entity Settings (map editor)
- Replies: 3
- Views: 1130
Re: Entity Settings (map editor)
3. I kind of figured out 3 in regards to modding, it doesn't answer for the map editor (but im assuming its just not possible, so modding), https://wiki.factorio.com/Prototype/SelectionTool I know it's fully possible to select a range of entities and set entity.destructible = false and vice versa en...