Search found 1640 matches

by Zavian
Sun Jan 03, 2021 2:09 pm
Forum: Gameplay Help
Topic: Construction bots lagging
Replies: 6
Views: 4140

Re: Construction bots lagging

Do you know if the task scheduler is ran once for each network, in which case having a separate network for the main base would indeed help and have the big expansion projects in a separate network for example? As far as I am aware, it is run once per tick. In my opinion there are two advantages of...
by Zavian
Sun Jan 03, 2021 10:43 am
Forum: Gameplay Help
Topic: Construction bots lagging
Replies: 6
Views: 4140

Re: Construction bots lagging

So I'm wondering if the bot scheduler is limited to run only a certain number of tests per tick, and if that is the cause of the long delay before starting the project .. And how to migitate this problem in a future game? It is limited to only attempt to dispatch a few bots per tick. (I think it is...
by Zavian
Thu Dec 31, 2020 11:01 am
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 4271

Re: Lessons learned. Please tell me more.

So a setup like this would balance out? http://factorio.schnobs.de/spool_balance.jpg Yes although it needs faster inserters. (A lvl 2 assemblers making copper wire makes 3 copper wire per second. At starting tech a yellow inserter moves 0.83 items per second. A blue inserter move 2.31 items per sec...
by Zavian
Thu Dec 31, 2020 5:37 am
Forum: Gameplay Help
Topic: Lessons learned. Please tell me more.
Replies: 11
Views: 4271

Re: Lessons learned. Please tell me more.

I'm totally clueless as to how I should integrate the refinery. My general preference is to build it near the factory, as it is easier to pipe/rail crude oil to the refinery, than to pipe/rail/belt refinery outputs long distances to where they are consumed. Pick a clear space where it isn't going t...
by Zavian
Thu Dec 31, 2020 3:52 am
Forum: Technical Help
Topic: Allow clients without factorio.com account
Replies: 4
Views: 1362

Re: Allow clients without factorio.com account

Try passing the settings to the server with --server-settings "path-to-settings-file"
by Zavian
Thu Dec 31, 2020 3:47 am
Forum: Technical Help
Topic: [1.1.16]Slow download Mods Server
Replies: 3
Views: 879

Re: [1.1.16]Slow download Mods Server

OS (and version)?
Game version?
Does it happen every time?
Does it still happen if you use a web browser to download from mods.factorio.com?
If it happens every time, both in game and when using a web browser, then my first guess is a poor internet connection to wherever mods.factorio.com is hosted.
by Zavian
Wed Dec 30, 2020 11:00 am
Forum: Gameplay Help
Topic: Add Playtime on a server
Replies: 7
Views: 1835

Re: Add Playtime on a server

Back a couple of years ago there were multiple complaint from new players who jumped into random multiplayer servers to have a look around, and were bombarded with achievements, and felt they shouldn't get all these endgame achievements for just logging in. So the devs introduced the 50% rule. Maybe...
by Zavian
Tue Dec 29, 2020 9:36 am
Forum: Gameplay Help
Topic: Power logic
Replies: 8
Views: 2094

Re: Power logic

Game version? Log file? Also post the save, so the devs can see exactly what is wrong. If this is about the circuit network not being able to switch on your backup generators when your factory has no power, then this would be not a bug. The circuit network need power to run. So if you want to use ci...
by Zavian
Tue Dec 29, 2020 2:58 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3901

Re: I admit defeat.

I do get your points.

I also make frequent use of copy/paste because it preserves rotation/recipes etc, even when I'm building within reach.

But for placing individual signals, the preserve rotation bit isn't desirable, so there I just use normal ghost placement.
by Zavian
Tue Dec 29, 2020 1:22 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3901

Re: I admit defeat.

blazespinnaker wrote:
Mon Dec 28, 2020 3:30 am
Copied ghosts (which I was doing, via cut/paste) don't auto rotate when placed.
Personally I use shift click to place ghosts, rather than use the copy/paste tool to build things like signals, if they are outside my reach.
by Zavian
Mon Dec 28, 2020 3:16 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3901

Re: I admit defeat.

The two in the left look like they are rotated, ie not properly facing/connected to the rail line.
by Zavian
Mon Dec 28, 2020 3:10 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3901

Re: I admit defeat.

So which signal is blinking?
by Zavian
Mon Dec 28, 2020 3:09 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3901

Re: I admit defeat.

Hmmm, yeah, I'm starting to think this might be a bug. Just trying now in editor, it seems to work fairly flawlessly. Wheras in my world (started in 1.0.0), the lights are constantly blinking in very bizarre circumstances. Like, for example, placing two signals on the same length of track, with no ...
by Zavian
Mon Dec 28, 2020 3:01 am
Forum: Gameplay Help
Topic: I admit defeat.
Replies: 18
Views: 3901

Re: I admit defeat.

I'm just looking for rules / code that says "make signal blink" because it can't divide a block. I can only think of 2 circumstances where signals blink. The signal isn't properly connected to a rail line. Typically only happens when you deconstruct or move rails (or ghosts). If you remov...
by Zavian
Sat Dec 26, 2020 2:00 pm
Forum: General discussion
Topic: Factorio is two games: pre and post robots.
Replies: 55
Views: 16556

Re: Factorio is two games: pre and post robots.

Have you thought about writing a bot to do that for you? Building a factory is basically just executing a very elaborate script of instructions, which would be both trivial to code and trivial for a machine to execute flawlessly. ... If you manage to do that (or find someone to do it) you could ope...
by Zavian
Sat Dec 26, 2020 4:03 am
Forum: Not a bug
Topic: [1.1.5] new train behaviour introduce refuel problem
Replies: 5
Views: 2189

Re: [1.1.5] new train behaviour introduce refuel problem

If you want to be sure your train will fully refuel, just use faster inserters (and/or more inserters, and/or a fuel with a smaller stack size). eg 3 stack inserters grabbing from chests can fully refuel a locomotive with rocket fuel in just 1 swing.
by Zavian
Sat Nov 28, 2020 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.0] Deconstructing belts makes the "New tips" menu box Jump
Replies: 5
Views: 2781

Re: [kovarex] [1.1.0] Deconstructing belts makes the "New tips" menu box Jump

I would have thought that the obvious fix was rendering the mining progress bar behind chat/tips & tricks. (Chat is semi-transparent, so in that case the progress bar will be visible anyway).
by Zavian
Mon Nov 23, 2020 10:52 am
Forum: Gameplay Help
Topic: Done broke my train..
Replies: 6
Views: 1873

Re: Done broke my train..

Also, you only need connect one tank to one pump to one fluid wagon. Using pipes will slow down the filling process. Multiple pumps are unnecessary as one pump will fill a tanker in 2 seconds. ackshually according to https://wiki.factorio.com/Fluid_wagon 3 pumps is faster (it is also the max amount...
by Zavian
Sat Nov 21, 2020 3:14 am
Forum: Gameplay Help
Topic: Repeating Counter help
Replies: 9
Views: 1826

Re: Repeating Counter help

Safest method is to place the rocket silo(s) last or have all the circuit materials close-by. If you want safety, why use a complicated circuit? Just use a stack inserter to unload the silo into a chest, than wire the chest to the satellite inserter with a condition like, "space science flask ...

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