[MOD 0.18] KRASTORIO^2
Re: [MOD 0.18] KRASTORIO^2
Hi guys,
First, thanks for the mod! I love the thought that went into pollution management even if I didn't get to the juicy parts yet. However, just planting trees helps tremendously already!
Now, I'm curious if anyone noticed how much FPS drain the trees are? My base is still pretty young, one yellow belt of iron ore young so no impact on UPS at all. However, I have a full chunk planted with trees as tight as I can (around 1000 trees?); when this chunk is on the screen, I see FPS drop, the further zoomed in the more. At most zoomed in, it's like 20 fps or less. I don't remember seeing this in 0.18.26 so it's possible that it is specific to 0.18.27 though I didn't have as many trees then so I don't have a good reference point...
I have a vanilla base that runs 1.2K spm @ 60/60 on this machine.
Just though I'll mention it. Thanks!
First, thanks for the mod! I love the thought that went into pollution management even if I didn't get to the juicy parts yet. However, just planting trees helps tremendously already!
Now, I'm curious if anyone noticed how much FPS drain the trees are? My base is still pretty young, one yellow belt of iron ore young so no impact on UPS at all. However, I have a full chunk planted with trees as tight as I can (around 1000 trees?); when this chunk is on the screen, I see FPS drop, the further zoomed in the more. At most zoomed in, it's like 20 fps or less. I don't remember seeing this in 0.18.26 so it's possible that it is specific to 0.18.27 though I didn't have as many trees then so I don't have a good reference point...
I have a vanilla base that runs 1.2K spm @ 60/60 on this machine.
Just though I'll mention it. Thanks!
-
- Burner Inserter
- Posts: 18
- Joined: Wed Apr 20, 2016 6:14 pm
- Contact:
Re: [MOD 0.18] KRASTORIO^2
It happened only once now and hasn't reappeared since. However when it did happen, I was at an entirely different place, so no building/changing things while a train was unloading. I just got the message out of the blue from LTN for an incomplete delivery and when I went to check it out, the train unloader had empty nuclear cells in its chests (from both ends of the train, as I run dual-headers). There are however no inserters at that station where the locomotives are situated, so that's what's making it so weird. They must have been unloaded from the cargo wagons.orzelek wrote: ↑Mon May 25, 2020 6:07 pmAfaik that lands in burnt fuel result and it should not reach wagons.Draxinusom wrote: ↑Mon May 25, 2020 12:04 pmCan it be that nuclear locomotives running with nuclear fuel just dump empty fuel cells into cargo wagons? If so this would be bad to the point to not use them. I use LTN with precisely configured cargo payloads and when something is not according to plan, I get a warning message. And I suddenly had empty fuel cells in my iron ore unloader. I cannot explain any other way how this would be possible except that locomotives put empty cells into cargo wagon slots.
If that is indeed happening, please change it. Either destroy the empty fuel cell outright or let them be placed in the locomotive somewhere to replace. But in no way must that every poison belts or get into cargo wagons ever. I especially wonder what happens on fluid wagon trains.
I used them a bit and haven't noticed any oddities.
Re: [MOD 0.18] KRASTORIO^2
It looks like SHIFT-L on a long inserter causes a crash, at least in 0.18.28 (haven't tried before).
Is there a better place for bug reports?
Could you fix it?
Thanks!
Is there a better place for bug reports?
Could you fix it?
Thanks!
Re: [MOD 0.18] KRASTORIO^2
Also, fast inserters that were shortened in 0.18.27 are fine in 0.18.28 - they remain short and continue to work. However I can't shorten new ones anymore.
Re: [MOD 0.18] KRASTORIO^2
Also in 0.18.28 creep collector no longer works. Used to work in 0.18.27.
Re: [MOD 0.18] KRASTORIO^2
All of this is related to viewtopic.php?p=495921#p495921
Re: [MOD 0.18] KRASTORIO^2
All fixed in the version 0.9.19
Re: [MOD 0.18] KRASTORIO^2
So far i am enjoying K2. My first major mod for factorio. About to start oil refining. All green tech sciences have been researched. Wish me luck haha.
- ZombieMooose
- Filter Inserter
- Posts: 289
- Joined: Mon Feb 09, 2015 7:23 am
- Contact:
Re: [MOD 0.18] KRASTORIO^2
Can I request being able to enter the shelter you get and have some sort of bonus for being in there? Like increased healing regen or crafting speed?
I like the spawn and chest aspect I wish I could go in the door though.
I like the spawn and chest aspect I wish I could go in the door though.
"men will literally learn everything about ancient Rome instead of going to therapy"
-
- Fast Inserter
- Posts: 158
- Joined: Mon Feb 27, 2017 12:47 am
- Contact:
Re: [MOD 0.18] KRASTORIO^2
when i put 2 transceiver, the game crash. cant i put 2?
(one is activated, plopping the second one crash the game)
(one is activated, plopping the second one crash the game)
Re: [MOD 0.18] KRASTORIO^2
Already fixed in the 0.9.21 (that will be released soon)pichutarius wrote: ↑Sun Jun 07, 2020 7:12 amwhen i put 2 transceiver, the game crash. cant i put 2?
(one is activated, plopping the second one crash the game)
Untitled.png
-
- Fast Inserter
- Posts: 158
- Joined: Mon Feb 27, 2017 12:47 am
- Contact:
Re: [MOD 0.18] KRASTORIO^2
probably should write somewhere that u cant put 2 of those. time and resources wasted (which is 0% of total )Linver wrote: ↑Mon Jun 08, 2020 4:54 amAlready fixed in the 0.9.21 (that will be released soon)pichutarius wrote: ↑Sun Jun 07, 2020 7:12 amwhen i put 2 transceiver, the game crash. cant i put 2?
(one is activated, plopping the second one crash the game)
Untitled.png
Re: [MOD 0.18] KRASTORIO^2
I will just leave here tiny note: in Factorio 0.18.31, Krastorio2's greenhouses have 10k (instead of 1k) volume for water since base_area from input fluid box prototype is now taken into account when there is at least one output or input-output connection for it (see changelog)
Re: [MOD 0.18] KRASTORIO^2
Thank u to notify me this, I will reduce the capacity of some fluidboxesboskid wrote: ↑Thu Jun 11, 2020 8:35 amI will just leave here tiny note: in Factorio 0.18.31, Krastorio2's greenhouses have 10k (instead of 1k) volume for water since base_area from input fluid box prototype is now taken into account when there is at least one output or input-output connection for it (see changelog)
Re: [MOD 0.18] KRASTORIO^2
When i try to continue my game, i get the following error with latest factorio and krastorio versions.
Failed to laod mods: Error while running setup for entittyprototype "electric-mining-drill" (mining-drill): next_update target (kr-electric-mining-drill-mk2) must have the same bounding box.
Failed to laod mods: Error while running setup for entittyprototype "electric-mining-drill" (mining-drill): next_update target (kr-electric-mining-drill-mk2) must have the same bounding box.
-
- Manual Inserter
- Posts: 1
- Joined: Tue Jun 16, 2020 3:04 pm
- Contact:
Re: [MOD 0.18] KRASTORIO^2
Same Problem .. see attachment
- Attachments
-
- 2020-06-16 17_05_55-Window.png (20.03 KiB) Viewed 6559 times
Re: [MOD 0.18] KRASTORIO^2
Not anymore from the 0.9.23
Re: [MOD 0.18] KRASTORIO^2
So what do you guys do with all the sand in late game?
Too much stone from uranium processing as well as sand from imersite crushing has clogged up my system. Need some pro tips please.
Too much stone from uranium processing as well as sand from imersite crushing has clogged up my system. Need some pro tips please.
Re: [MOD 0.18] KRASTORIO^2
Sand can be crushed to nothing in the crusher. This is a slow process, so you can speed it up by turning 10 sand into 6 quartz and then into 3 silicon which you can crush to nothing if you don't need it.
I find that I need a lot of silicon for electronic components: which I use a lot of!