Search found 131 matches
- Wed Sep 04, 2019 12:20 pm
- Forum: Gameplay Help
- Topic: pumps seem useless for long distance pipes?
- Replies: 33
- Views: 18661
Re: pumps seem useless for long distance pipes?
Guess there are a few options to get around pipe pressure issue. - Rather than use 1000 pipes use 500 pumps, you only use 1x pipe to turn a corner so you should be able to maintain a 6000 u/sec flow. - As previously suggested use a small train track to shuttle back and forwards oil in a tanker. - Ha...
- Tue Sep 03, 2019 11:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358211
Re: [MOD 0.17+] Industrial Revolution (WIP)
Thanks for the clarification .. I havent tried 'Krastorio' yet, and I was not sure based on 'frugal10191' comment if I needed play your new mod with 'Krastorio' or not.
- Tue Sep 03, 2019 7:19 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358211
Re: [MOD 0.17+] Industrial Revolution (WIP)
I know Angles adds complexity to Bobs ... does Industrial Revolution add to Krastorio or does Krastorio add to Industrial Revolution ?frugal10191 wrote: ↑Mon Sep 02, 2019 9:04 pmExcellent. From the Looks of things, Krastorio / Industrial Revolution could become the new Bobs / Angels, but for people who like to keep their sanity
- Mon Sep 02, 2019 11:51 am
- Forum: Not a bug
- Topic: [0.17.66] Construction Robot Cargo Size - Only carry one item when building
- Replies: 4
- Views: 1283
Re: [0.17.66] Construction Robot Cargo Size - Only carry one item when building
I guess "Rseding" never followed though with his comment in "Cliff explosives with construction bots" https://factorio.com/blog/post/fff-267 After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically...
- Sat Aug 31, 2019 1:28 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358211
- Tue Aug 27, 2019 2:22 pm
- Forum: Technical Help
- Topic: [0.17.66] Can't host multiplayer server, neither join one
- Replies: 18
- Views: 4130
Re: [0.17.66] Can't host multiplayer server, neither join one
Can both you and your friend join any of the public servers .. RedMew & Comfy run various scenario's 24x7 ? There was a change .. in 0.17.59 .. for user verification, not sure if that is related. https://wiki.factorio.com/Version_history/0.17.0#0.17.59 User verification must be enabled for publi...
- Tue Aug 27, 2019 10:02 am
- Forum: Technical Help
- Topic: [0.17.66] Can't host multiplayer server, neither join one
- Replies: 18
- Views: 4130
Re: [0.17.66] Can't host multiplayer server, neither join one
Sorry my work proxies block "pastebin" ... I wonder if they have something in their local hosts file re-directing "auth.factorio.com" at another location. @Pennervomland ... From a command line prompt what do you get when you do a nslookup auth.factorio.com From the UK I see thes...
- Tue Aug 27, 2019 9:39 am
- Forum: Technical Help
- Topic: [0.17.66] Can't host multiplayer server, neither join one
- Replies: 18
- Views: 4130
Re: [0.17.66] Can't host multiplayer server, neither join one
Rather than fully disable your firewall this site helps you open up the required hole in your firewall (router) to allow people to connect to your server.
https://portforward.com/
Factorio usually runs on UDP / 34197
Also see .. https://wiki.factorio.com/Multiplayer
https://portforward.com/
Factorio usually runs on UDP / 34197
Also see .. https://wiki.factorio.com/Multiplayer
- Thu Jul 25, 2019 11:40 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212972
Re: Is a inventory to inventory compact loader possible?
As the subject says, is it possible to make a inv<->inv (1x1) loader? What are you trying to do with a "inv<->inv (1x1) loader" ? Pass from one assembly machine to another at belt speed ? This mod .. https://mods.factorio.com/mod/belt_buffer_up .. creates a chest 1by2 in size that has 2x ...
- Sun May 19, 2019 9:10 am
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 70462
Re: [MOD 0.16.x] Factorio Extended Plus
Any plans to add Tiers for Heat Exchangers and Steam Turbines ?
- Sat May 04, 2019 12:02 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 70462
Re: [MOD 0.16.x] Factorio Extended Plus
FactorioExtended-Plus-Equipment .. needs fixing
I believe 0.17.35 changed it to power-armor-mk2
Code: Select all
Failed to load mods: Error in assignID, technology with name 'power-armor-2' does not exist.
Source: power-armor-3 (technology).
Mods to be disabled:
• FactorioExtended-Plus-Equipment
I believe 0.17.35 changed it to power-armor-mk2
- Mon Apr 08, 2019 9:08 pm
- Forum: Angels Mods
- Topic: Why is "Angel's Industries" dependent on "Angel's Bio Processing"
- Replies: 1
- Views: 1908
Why is "Angel's Industries" dependent on "Angel's Bio Processing"
Why is "Angel's Industries" dependent on "Angel's Bio Processing" ?
I want to get access to the 'Angels Logistics items' but not interested in all the Bio stuff.
I want to get access to the 'Angels Logistics items' but not interested in all the Bio stuff.
- Fri Mar 15, 2019 11:51 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Landfill included in blueprit where landfill was not used
- Replies: 9
- Views: 5437
Re: [kovarex] Landfill included in blueprit where landfill was not used
BTW the logic appears to be there, when you lay down some blue prints over cliffs if you have some cliff explosives the robots will clear the way before putting down the given entity that needed to go there.
- Fri Mar 15, 2019 11:35 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Landfill included in blueprit where landfill was not used
- Replies: 9
- Views: 5437
Re: [kovarex] Landfill included in blueprit where landfill was not used
Thanks .. I will hold out hope that the statement "not written yet" to mean that its being considered for some release in the near/far future.
- Fri Mar 15, 2019 10:44 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Landfill included in blueprit where landfill was not used
- Replies: 9
- Views: 5437
Re: [kovarex] Landfill included in blueprit where landfill was not used
Is there a reason why we can not place a blueprint with "landfill" tiles under entities and have the robot's place both down one after the other in a single stamp of a blueprint ? Currently I have to stamp the a blueprint down twice, the first time to get the bot's to fill in "water&q...
- Mon Mar 11, 2019 12:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
- Replies: 6
- Views: 3733
Re: [0.17.9] Rich text tags can't be deleted
Will the 200 character limit be increase on train stations? Its going to get used up fast with all the Rich Text people are starting to use.
- Wed Mar 06, 2019 1:50 pm
- Forum: Not a bug
- Topic: Miners that are direct-mining into trains don't go inactive when there is no train present
- Replies: 15
- Views: 7732
Re: Miners that are direct-mining into trains don't go inactive when there is no train present
Would using some "Accumulators" on the miner side of the power switch allow the miners power down gracefully into an inactive state ?
- Sat Mar 02, 2019 1:30 am
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.17
- Replies: 74
- Views: 38366
Re: RSO for 0.17
I am experimenting with RSO and a "Rail World" config. I used the same exchange string for both maps. The vanilla map seems to be more spread out as you would expect for a "Rail World", the RSO map I am getting wider ore patches and seeing them more frequently than in vanilla. Va...
- Thu Feb 28, 2019 9:26 am
- Forum: Technical Help
- Topic: [SOLVED] [0.17.1] [PC] Avatar control LAG when using a 4k monitor + G-Sync
- Replies: 4
- Views: 1080
Re: [0.17.1] [PC] Avatar control LAG when using a 4k monitor + G-Sync (fixed my mistake)
I had assumed that Windows would auto-update my NVIDA drivers, so had not checked how far behind I was.
Now that I have updated (419.17) and have used the NVIDA game optimization tool my GPU usage is down to 15-20% during play time.
Now that I have updated (419.17) and have used the NVIDA game optimization tool my GPU usage is down to 15-20% during play time.
- Wed Feb 27, 2019 6:30 pm
- Forum: Technical Help
- Topic: [SOLVED] [0.17.1] [PC] Avatar control LAG when using a 4k monitor + G-Sync
- Replies: 4
- Views: 1080
Re: [0.17.1] [PC] Avatar control LAG when using a 4k monitor + G-Sync
Still having the same problem using 0.17.2 ... 4k monitor 100% GPU and LAG, 1080p monitor 10-20% GPU no LAG.