Search found 489 matches
- Mon Dec 20, 2021 1:20 am
- Forum: Ideas and Requests For Mods
- Topic: co-existence to a point
- Replies: 5
- Views: 1648
Re: co-existence to a point
Ideally have the expansion modified/multiplied by the evolution factor, so the more evolution the more expansion. Per the wiki, the time between expansions already averages lower with larger expansions as evolution increases . The interval between enemy expansions is global, and the higher enemy ev...
- Sun Dec 19, 2021 9:42 pm
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 51762
Re: mute the game while alt-tabbed
uuuuuuuuuuuuuu thats new? but the "mute game while not in focus" is not in there, or am i blind? been there for years as a way to access normally confi.ini only settings. directsound-global-focus is the last option in the sound settings section in 1.1.48 for me. Things are named exactly t...
- Sat Dec 18, 2021 10:35 pm
- Forum: Technical Help
- Topic: Low UPS, but Low CPU / Memory usage
- Replies: 1
- Views: 520
Re: Low UPS, but Low CPU / Memory usage
CPU usage is a percentage across all cores, but Factorio is primarily limited by single core performance and RAM latency. It is multi-threaded but there are limits to how much can be done in threads so single core performance is more important. There's not much you can do about it, there are just to...
- Sat Dec 18, 2021 6:39 pm
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 51762
Re: mute the game while alt-tabbed
Hold Ctrl+Alt when pressing the Settings button on the main menu and a new button will appear called 'The rest' - it has all (or at least most) of the unsupported settings in it. Basically anything you can set in the config.ini but isn't in one of the other setting menus.
- Fri Dec 17, 2021 10:20 pm
- Forum: Outdated/Not implemented
- Topic: mute the game while alt-tabbed
- Replies: 107
- Views: 51762
Re: mute the game while alt-tabbed
you can do it, theres a hidden option somewhere and it works like a charm (i dont udnerstand why they dont put a checkbox somewhere tho) because directsound-global-focus a) only works in Windows, b) only when the audio is using directsound, and c) they have no desire to support any issues that migh...
- Thu Dec 16, 2021 6:16 pm
- Forum: Technical Help
- Topic: [1.1.49] frequent lags in the game
- Replies: 11
- Views: 2202
Re: [1.1.49] frequent lags in the game
But then the question is if factorio lacked video memory, why did she not use the video card completely, but only 2Gb of the available 6Gb? Can I force you to use it more? I'm not aware of any 1050 that has 6GB of RAM - nVidia only lists 2/3/4GB cards. You might want to double check what card you h...
- Thu Dec 16, 2021 2:03 am
- Forum: Gameplay Help
- Topic: Launched the rocket but no endgame popup?
- Replies: 5
- Views: 2010
Re: Launched the rocket but no endgame popup?
Mods can change what the victory condition is, which ones are you running? In particular, Space Extension changes the win condition to having launched a bunch of stuff into space to build a ship rather than just a single launch.
- Wed Dec 15, 2021 11:49 pm
- Forum: Modding help
- Topic: [1.1] How to know if an object is stackable?
- Replies: 9
- Views: 2034
Re: [1.1] How to know if an object is stackable?
If by stackable, you mean can not be stacked under any circumstances, then yes. Check for the "not-stackable" flag, if the item has an equipment_grid, or if it has an inventory - if any of those are true then it's not stackable. Otherwise, if stack-size is 1 then it won't stack in a player...
- Wed Dec 15, 2021 6:39 pm
- Forum: Modding help
- Topic: [1.1] How to know if an object is stackable?
- Replies: 9
- Views: 2034
Re: [1.1] How to know if an object is stackable?
The flag is only used for items which should not ever be stacked in any circumstance - mostly things like blueprints/planners. Other things, even with a stack size of 1, can be stacked in some circumstances. Most notably in machine inputs so they can be used in a recipe that requires more than 1 of ...
- Wed Dec 15, 2021 4:07 am
- Forum: Mod portal Discussion
- Topic: [IDEA] Show latest version on the right-hand side
- Replies: 7
- Views: 2919
Re: [IDEA] Show latest version on the right-hand side
Your image example seems to be different from what the thread is about. You appear to be showing the mod’s version number, whereas I believe the thread was about showing the game revision number, not just major.minor. Second paragraph of OP is about showing mod versions. Only the first is about the...
- Sun Dec 12, 2021 8:26 am
- Forum: Technical Help
- Topic: Script error using when loading save/launching rocket on old save game.
- Replies: 22
- Views: 8019
Re: Script error using when loading save/launching rocket on old save game.
Looks like level.datmetadata needs to be included in the list of things to not delete. Removing it makes the game complain about level.dat missing. Clearing out the other files oddly still didn't remove the old GUI. It didn't crash anymore, but there's code that's SUPPOSED to remove the old button, ...
- Sat Dec 11, 2021 8:39 am
- Forum: Technical Help
- Topic: Script error using when loading save/launching rocket on old save game.
- Replies: 22
- Views: 8019
Re: Script error using when loading save/launching rocket on old save game.
Nothing attached there. Make sure you give it time to upload and double check after posting.cool_balrog00 wrote: ↑Sat Dec 11, 2021 1:18 amAttached is the original save file that still runs. Thanks for looking!
- Fri Dec 10, 2021 8:37 pm
- Forum: Technical Help
- Topic: Script error using when loading save/launching rocket on old save game.
- Replies: 22
- Views: 8019
Re: Script error using when loading save/launching rocket on old save game.
Thanks for de-mystifying my many files LOL! I'm running the current version of Factorio. Just downloaded the latest version this morning. The one you uploaded has a second nested directory inside the zip - there should only be one. It's still missing files though when that's fixed. Upload your back...
- Wed Dec 08, 2021 11:47 pm
- Forum: Technical Help
- Topic: Alt-Tab and HDMI (fps issue)
- Replies: 3
- Views: 841
Re: Alt-Tab and HDMI (fps issue)
The fact it's fine out of full screen makes me wonder if it's a VSync issue. Do you have that turned on in the options? You might try toggling it to see if it makes a difference. I've seen quite a few problems over the years of TVs not reporting the right screen information to PCs causing weird issu...
- Wed Dec 08, 2021 11:38 pm
- Forum: Modding help
- Topic: [Scripting Assistance] Help identifying mining drill functions
- Replies: 10
- Views: 2421
Re: [Scripting Assistance] Help identifying mining drill functions
Listen to on_resource_depleted as you mentioned. For a start add a simple "print" to the handler and see if it's called. The rest of the steps will all happen in this event handler. I believe the entity in the event is the RESOURCE ENTITY that was depleted, not a mining drill/pumpjack. Yo...
- Mon Dec 06, 2021 7:22 am
- Forum: Modding help
- Topic: [Scripting Assistance] Help identifying mining drill functions
- Replies: 10
- Views: 2421
Re: [Scripting Assistance] Help identifying mining drill functions
There's https://lua-api.factorio.com/latest/events.html#on_resource_depleted that would work - it'd have to catch the resource depleting then make sure nothing like prospector was activating, then if there's still nothing he could either spawn stone ore or change the miner to an assembler with miner...
- Sun Dec 05, 2021 2:32 am
- Forum: Not a bug
- Topic: [1.1.46] Pumps not fast-replaceable with pipes and vice-versa
- Replies: 7
- Views: 2133
Re: [1.1.46] Pumps not fast-replaceable with pipes and vice-versa
Didn't there used to be an start-up error if fast-replaceable entities weren't the same size? (or close) I see the problem as it can replace the first entity, but collides with another. Even if it "could" replace the other one, it is an exception that *might* only work with pipes (a big a...
- Sat Dec 04, 2021 5:54 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 37470
Re: [1.1] Bob's Mods: General Discussion
Part of the reason why my steam temperatures are what I've set them to is because there's an element of hard coding that says you can't go above 1000C. I think there is a way to increase it, but I can't remember the specifics. An alternate approach could be to modify the water power per degree stat...
- Thu Dec 02, 2021 2:16 am
- Forum: Technical Help
- Topic: How to backup shortcuts (shortcut-bar) config?
- Replies: 5
- Views: 970
Re: How to backup shortcuts (shortcut-bar) config?
Yeah if using the steam version the game uses one in the steam install directory instead, so you'd have to copy/paste that one instead. I have all the cloud stuff off entirely and it still seems to be using the cloud one. It's in your steam install, in my case as C:\Program Files (x86)\Steam\userdat...
- Thu Dec 02, 2021 12:59 am
- Forum: Technical Help
- Topic: How to backup shortcuts (shortcut-bar) config?
- Replies: 5
- Views: 970
Re: How to backup shortcuts (shortcut-bar) config?
AFAIK, there is no way to do so ingame. The info is saved in your player-data.json (each shortcut stores the name, whether it's enabled, and if it's docked) and gets removed if the shortcut stops existing, and mods can't affect what shortcuts are displayed on the bar. You could manually copy/paste t...