Search found 1124 matches
- Sun Sep 18, 2022 4:33 am
- Forum: Minor issues
- Topic: [1.1.69] “Activate tooltip” control does nothing in most cases.
- Replies: 2
- Views: 1411
[1.1.69] “Activate tooltip” control does nothing in most cases.
If the control “Activate tooltip” is set to a regular key on the keyboard (A-Z, modifiers viz. shift, control, alt), then pressing that key does not activate the tooltips for menu tooltips (e. g. for settings) but the key will activate entity tooltips. If the control for “Activate tooltip” is set to...
- Mon Aug 29, 2022 6:04 am
- Forum: General discussion
- Topic: Is game dead or not? [Not at all]
- Replies: 45
- Views: 44570
Re: Is game dead or not? [Not at all]
I think the game died for real this time: no news since April fool's day & no game-related news since 2022-02-25 (six months). Recent updates are small & rare with only one or two bugfixes, & last big update was Nov 23, 2020 (two years). If the developers (assuming they are alive & t...
- Tue Jan 11, 2022 2:20 am
- Forum: Combinator Creations
- Topic: UPS optimized Steel smelting to 1 blue belt
- Replies: 34
- Views: 18992
Re: UPS optimized Steel smelting to 1 blue belt
Is there any way to measure the # of swings of an inserter? Maybe better for me if not :) You should be able to calculate it theoretically based on the number of items and the stack size. If the inserter is not clocked and does not take a full hand, you can experimentally look at just one of the mo...
- Sun Jan 09, 2022 9:34 am
- Forum: Combinator Creations
- Topic: UPS optimized Steel smelting to 1 blue belt
- Replies: 34
- Views: 18992
Re: UPS optimized Steel smelting to 1 blue belt
My priorities were: - UPS optimization (as less as possible moving parts preferred) -> 12 beacon setup - belt focused solution, minimal circuits to reduce inserter swings - simplistic approach - also good looking :D … Possible improvement areas: - better control of the inserters - as discussed in t...
- Sun Jan 09, 2022 3:54 am
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 181
- Views: 70788
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Unless there will be a game-changer comment ( :D ), this is final now. The most UPS friendly full belt producing smelting I can do with belts and inserters. You can use a constant combinator instead of an arithmetic combinator to add one to the clock (I am not sure whether that counts as a game-cha...
- Fri Jan 07, 2022 2:37 am
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 181
- Views: 70788
Re: UPS optimized 12-beacon smelting - w/minimal circuits
On the second video this is really cool to see that they put all items right into the gaps - lucky(? :D ) layout, also a different, 8 beacon setup. What I did was move the inserters over a few tiles so that their drop location matched the gap location, but it would be possible to do something simil...
- Mon Jan 03, 2022 5:06 am
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 181
- Views: 70788
Re: UPS optimized 12-beacon smelting - w/minimal circuits
Do the blueprints in this thread not implement that already? Not really: you can see that the inserters empty one after the other, rather than all at once. https://forums.factorio.com/download/file.php?mode=view&id=72152 Especially the bit about the last machine being unclocked. If not, could y...
- Mon Jan 03, 2022 3:24 am
- Forum: Combinator Creations
- Topic: UPS optimized 12-beacon smelting - w/minimal circuits
- Replies: 181
- Views: 70788
Re: UPS optimized 12-beacon smelting - w/minimal circuits
it's best to ensure that the inserters only stay awake for as long as they need, which might mean not getting a fully compressed belt - and if it's compressed, don't add more output to it. Hm. How would you propose to achieve this while also ensuring a net gain in UPS? I'd speculate that adding mor...
- Mon Jan 03, 2022 1:45 am
- Forum: Gameplay Help
- Topic: Why is research twice as fast in my sandbox?
- Replies: 6
- Views: 2496
Re: Why is research twice as fast in my sandbox?
A save would probably be helpful for discovering what the problem is.
- Mon Jan 03, 2022 1:27 am
- Forum: Outdated/Not implemented
- Topic: Filter box select
- Replies: 4
- Views: 1724
Re: Filter box select
You can do the same thing by holding the item and then middle clicking on slots you want filtered to that item.
- Wed Dec 29, 2021 2:14 am
- Forum: Gameplay Help
- Topic: Our 200-hours-base is overrunned - any ideas?
- Replies: 21
- Views: 8907
Re: Our 200-hours-base is overrunned - any ideas?
Yes, the goal is to smooth the corner out to spread the biters out: the problem near the corners is that every biter will attack the same place, but there are fewer turrets in range to defend it because they are behind the corner.
- Tue Dec 28, 2021 9:59 pm
- Forum: Ideas and Suggestions
- Topic: UNDERGROUND TRAIN RAILS
- Replies: 1
- Views: 1305
- Mon Dec 27, 2021 8:41 pm
- Forum: Gameplay Help
- Topic: change nickname
- Replies: 5
- Views: 8339
- Mon Dec 27, 2021 8:38 pm
- Forum: Technical Help
- Topic: Walking or zooming makes my game Choppy/Stutter
- Replies: 9
- Views: 3152
Re: Walking or zooming makes my game Choppy/Stutter
Turning off Force Composition Pipeline fixes the stutter, but introduces enormous screen tearing … it does not show up on OBS I wonder if you have Wait for VSync enabled or not?: it looks like your FPS in the upper right never goes above 60, where when I play if it goes to 59.9 it always compensate...
- Mon Dec 27, 2021 8:17 pm
- Forum: Modding interface requests
- Topic: Request for sound in scenarios
- Replies: 4
- Views: 1734
Re: Request for sound in scenarios
Scenarios are generally just mods from the devs … So I move this to implemented. Based on the Wiki , there are some important differences between mods and scenarios: a scenario can be part of a mod, but it can also be used without a mod. According to https://lua-api.factorio.com/latest/LuaPlayer.ht...
- Sat Dec 25, 2021 9:59 pm
- Forum: Modding help
- Topic: Ask for a grammar
- Replies: 8
- Views: 2958
Re: Ask for a grammar
Can it be implemented in "settings. Lua"? It should be in control.lua Here is an example of a mod using notched sliders: https://github.com/raiguard/Factorio-QuickItemSearch/blob/master/src/scripts/gui/logistic-request.lua#L95 That file is required in control.lua: https://github.com/raigu...
- Sat Dec 25, 2021 7:18 am
- Forum: Modding help
- Topic: Ask for a grammar
- Replies: 8
- Views: 2958
Re: Ask for a grammar
Thank you. I think you understand it wrong. I mean: I want to implement this drag bar in my own mod. How to add it grammatically Maybe I didn't express it clearly enough. Thank you Oh, I should have seen what forum it was in. I am not sure what you mean by 'grammatically'. Here is an example of a s...
- Fri Dec 24, 2021 10:05 pm
- Forum: Modding help
- Topic: Ask for a grammar
- Replies: 8
- Views: 2958
- Fri Dec 24, 2021 9:45 pm
- Forum: Implemented mod requests
- Topic: Fully support reverse selection mode on selection tools
- Replies: 2
- Views: 1729
Re: Fully support reverse selection mode on selection tools
I would like to also request this: having three modes for a selection tool would be useful for me.
- Thu Dec 23, 2021 4:53 am
- Forum: Technical Help
- Topic: Game freezes whenever a rail or chain signal is placed or removed
- Replies: 6
- Views: 2429
Re: Game freezes whenever a rail or chain signal is placed or removed
I understand that this is because the game has to recalculate all train paths whenever a signal is added or removed. I'm after a little advice on what the best way is to address it. I would guess you have trains with no path to their destination: these trains would path all at once when you changed...