Search found 298 matches

by DaleStan
Thu Nov 07, 2019 8:27 pm
Forum: Duplicates
Topic: Pollution values are wrong after modules inserted
Replies: 8
Views: 866

Re: Pollution values are wrong after modules inserted

The power source generates (or doesn't, in the case of solar and nuclear) its own pollution. The pollution on the tooltip is the pollution generated by building itself, regardless of how it gets its power. In our world, simply consuming electricity (running an refrigerator or an oven) does not, in a...
by DaleStan
Thu Nov 07, 2019 7:08 pm
Forum: Technical Help
Topic: Rapid save file size growth.
Replies: 6
Views: 772

Re: Rapid save file size growth.

I wouldn't expect, that the pathfinding state is on the list of things to save, since it should be somewhat deterministic and restarting the calculation after load should eventually deliver the same result as before quitting the game. "eventually" is the issue here. Even if the map doesn'...
by DaleStan
Sat Nov 02, 2019 4:38 pm
Forum: Gameplay Help
Topic: Balance train unload
Replies: 8
Views: 989

Re: Balance train unload

It'll take some careful wiring. Start with an "each * -1 goes to each" combinator on alternate warehouses (either 1 and 3 or 2 and 4), and then wire up three networks (the two outside ones the same color and the middle one the other color) so each network is connected to the output of one ...
by DaleStan
Fri Nov 01, 2019 6:55 pm
Forum: Technical Help
Topic: Concerning Multiplayer Saves
Replies: 2
Views: 314

Re: Concerning Multiplayer Saves

Your password is not stored anywhere, and the token is stored in player-data.json, not in the save game.

I don't know how MP servers verify that you're really the player you claim you are, but they definitely don't use your password for that.
by DaleStan
Fri Nov 01, 2019 12:48 pm
Forum: Logistic Train Network
Topic: LTN Language Pack
Replies: 7
Views: 993

Re: Localization

@AleWanKenobi: You should, however, scroll down five or so threads and talk to Shadow_Man.
by DaleStan
Wed Oct 30, 2019 3:46 pm
Forum: Minor issues
Topic: [0.17.72] Inserter deadlock trying to overfill assembler
Replies: 9
Views: 832

Re: [0.17.72] Inserter deadlock trying to overfill assembler

mrvn wrote:
Tue Oct 29, 2019 5:21 pm
And filter inserters don't help.
That's what I thought at first, but they actually do. One inserter per ingredient.

Not great, but it does work.
by DaleStan
Wed Oct 30, 2019 2:17 pm
Forum: Technical Help
Topic: [0.17.74] Research button isn't enable for some tecnologies
Replies: 5
Views: 493

Re: [0.17.74] Research button isn't enable for some tecnologies

If you are using mods, I would contact the mod author.
by DaleStan
Mon Oct 28, 2019 7:44 pm
Forum: DyWorld
Topic: Lack of sand
Replies: 2
Views: 1027

Re: Lack of sand

Dysoch knows about this and has apparently fixed it in 0.9.0.

(I haven't upgraded to 0.9.x yet either, so I can't say for sure.)
by DaleStan
Mon Oct 28, 2019 6:21 pm
Forum: Technical Help
Topic: [0.17.74] Crash while autosaving.
Replies: 11
Views: 901

Re: [0.17.74] Crash while autosaving.

"Errors: 88", in the middle-right, is the interesting part. It's possible the errors will go away if you run with the cooling pad, but I wouldn't count on it. If you run the test overnight with the cooling pad and see no errors, well, don't run without the cooling pad again. Otherwise, if ...
by DaleStan
Mon Oct 28, 2019 12:46 pm
Forum: Releases
Topic: Version 0.17.47
Replies: 26
Views: 13530

Re: Version 0.17.47

Eysenleber wrote:
Sun Oct 27, 2019 1:05 pm
Can i still download this version anywhere - i rly cant find it on the website or as an option in steam and i want to play a certain modpack for this version =(
Out of curiosity, what modpack do you have that doesn't work on 48 or later?

Also, are you sure 47 isn't a typo for 74?
by DaleStan
Fri Oct 18, 2019 4:06 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 14454

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: 628

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: 681

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: 595

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: 249

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: 385

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: 1526

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: 187320

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: 1526

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: 5890

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...

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