Search found 368 matches

by DaleStan
Fri Oct 18, 2019 4:06 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 70
Views: 32793

Re: Friday Facts #317 - New pathfinding algorithm

azesmbog wrote:
Fri Oct 18, 2019 3:27 pm
Chunks: 1,725,832
I have seen megabases that are less than one percent that size, and that only because of their pollution cloud, not because they actually used that much land.

If you think something other than the map size is the problem, you'll need to post a save, not just screenshots.
by DaleStan
Wed Oct 16, 2019 7:19 pm
Forum: Gameplay Help
Topic: [solved] Logic system for hand
Replies: 5
Views: 1577

Re: Logic system for hand

Also, I'd directly enable and disable the inserter, rather than removing power. If later add another electric pole to this system, the new pole may also supply power to the inserter. Disabling the inserter is harder to mess up accidentally.
by DaleStan
Mon Oct 14, 2019 12:55 pm
Forum: Not a bug
Topic: Minor Bug in Display of Pump locations for train stop
Replies: 5
Views: 1957

Re: Minor Bug in Display of Pump locations for train stop

The same underlying reason, that 6+1 is not divisible by 2, applies there too. I doubt that's going to be changed, but you can work around it by making trains with an even number of engines.
by DaleStan
Sun Oct 13, 2019 6:01 pm
Forum: Technical Help
Topic: [0.17.69] Headless server cannot connect to auth.factorio.com [resolved]
Replies: 4
Views: 1436

Re: Headless server cannot connect to auth.factorio.com

Why do you think auth.factorio.com has something to do with this? I don't see any mention of that in the log you posted.
by DaleStan
Sun Oct 13, 2019 4:48 pm
Forum: Pending
Topic: [0.17.59] Desync Error - Save seems corrupted?
Replies: 1
Views: 648

Re: [0.17.59] Desync Error - Save seems corrupted?

The forum has a size limit on uploaded files. Upload the desync reports somewhere else, such as Dropbox or Google Drive.
by DaleStan
Sun Oct 13, 2019 4:38 pm
Forum: Gameplay Help
Topic: Binary calculation
Replies: 2
Views: 920

Re: Binary calculation

The only thing that ever uses 1024 is bits and bytes, and that only when it's not written by a marketroid. I don't think even Hz ever uses 1024, and pixels certainly don't. (That "4k" screen uses 960.) So 1 GW is 1,000,000,000 watts. But if the 2.4% difference is significant, you should pr...
by DaleStan
Fri Oct 11, 2019 1:23 am
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 4641

Re: [0.17.69] Electric energy interface not drawing power from accumulators

If you look at the power graph when you remove the substation in the radars, you will see that the accumulators and interface both start charging immediately upon removal of the load.
by DaleStan
Thu Oct 10, 2019 4:14 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 357503

Re: [MOD 0.17+] Industrial Revolution

Help me please, where I can find rubber trees? They are supposed to appear near bodies of water and/or in grasslands. But not at all in the starting area; you'll have to go exploring: https://forums.factorio.com/viewtopic.php?f=190&t=69187&p=458473&hilit=rubber#p458473 If you're using s...
by DaleStan
Thu Oct 10, 2019 4:02 pm
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 4641

Re: [0.17.69] Electric energy interface not drawing power from accumulators

Rseding says "electric energy interfaces (the one the base game defines) has the same usage priority as accumulators". Why would you then need (or want) to change them to be the tertiary, the same as the hardcoded value for accumulators?
by DaleStan
Thu Oct 10, 2019 3:59 pm
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 15224

Re: 0.17.xx optimizing base for ups

Anyway, I haven't seen any benchmarks on the effect of grid on train pathing costs but the devs have claimed they are costly. Do you have a source for that, or are we just supposed to believe you? The only mention of "grid" in Bilka's link is talking about cars and the collision grid, not...
by DaleStan
Wed Oct 09, 2019 12:51 am
Forum: Duplicates
Topic: [0.17.69] Electric energy interface not drawing power from accumulators
Replies: 14
Views: 4641

Re: [0.17.69] Electric energy interface not drawing power from accumulators

But because the interface has some weird priority and it's not an accumulator, power never goes from accumulators to the interface. I believe this statement is incorrect. The interface is an accumulator, just one with at huge capacity and a huge maximum output. Accumulators will never draw power fr...
by DaleStan
Tue Oct 08, 2019 1:41 pm
Forum: Questions, reviews and ratings
Topic: Ore Locator
Replies: 5
Views: 4097

Re: Ore Locator

A mod-free trick I've seen is to stick labels on the map view. So when you're looking for bauxite, but find rutile instead, you add a label to the rutile field, and next time, when you're looking for rutile, there it is, already labeled.
by DaleStan
Sat Oct 05, 2019 10:45 pm
Forum: Gameplay Help
Topic: Train Selects Blocked Path
Replies: 11
Views: 4103

Re: Train Selects Blocked Path

I don't see anything obvious, then. Please post a save from before the train leaves the previous station.
by DaleStan
Sat Oct 05, 2019 8:20 pm
Forum: Gameplay Help
Topic: Train Selects Blocked Path
Replies: 11
Views: 4103

Re: Train Selects Blocked Path

Where is the train trying to go?

It certainly isn't trying to go to the disabled trainstop, but that doesn't help me figure out where it is going.
by DaleStan
Sat Oct 05, 2019 8:14 pm
Forum: Technical Help
Topic: Game is unplayable on PC's
Replies: 7
Views: 1999

Re: Game is unplayable on PC's

64-bit computing in some form or another was introduced in 1961. (Yes, one nine six one, almost sixty years ago.) Most PCs today use x86-64, which was announced in 2000 and first available in hardware in 2003. 64-bit Linux has existed since 2001, and 64-bit Windows has supported it since 2005. Unles...
by DaleStan
Sat Oct 05, 2019 5:58 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Biters freeze after artillery wagon shot impact
Replies: 9
Views: 3096

Re: [0.17.69] Biters freeze after artillery wagon shot impact

I believe I've seen something like this before, and I think it helps to post a save from before the biters get stuck. Possibly even after you fire your artillery but before it arrives.
by DaleStan
Sat Oct 05, 2019 12:48 am
Forum: DyWorld
Topic: The mod needs valves very badly.
Replies: 2
Views: 2647

Re: The mod needs valves very badly.

If you want to use only DyWorld, you can use tanks and circuit-controlled pumps for this purpose. I, however, recommend that everyone should use Advanced Fluid Handling for all their fluid handling needs. I recommend it for its many wonderful not-valve parts, but you can use only its valves if you s...
by DaleStan
Fri Oct 04, 2019 4:05 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 31873

Re: Friday Facts #315 - New test servers

But server room... Airco, UPS, sealed temperature controlled room, backup system please. Lol, why would they need that? They aren't hosting anything critical. "Not critical" doesn't mean "no backups". This forum isn't critical, but it should still be backed up. mods.factorio.com...
by DaleStan
Fri Oct 04, 2019 12:47 am
Forum: DyWorld
Topic: how to calculate ammount of Heat Pipe heaters?
Replies: 2
Views: 2706

Re: how to calculate ammount of Heat Pipe heaters?

the offshore pump can handle 50 iron steam turbiness and 25 heat exchangers. Yes and no-but-it-doesn't-matter, respectively. The calculation is similar to that for nuclear power plants: A single heat pipe heater consumes 200 kW, and produces at 500% efficiency, so it produces 1MW. Then count how ma...

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