Search found 115 matches

by pyrolytic_tungsten
Thu Jul 21, 2016 1:33 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 55850

Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !

Never noticed factorio had a multi threaded menu option... honestly I don't know, but when I look at my 4 cores charge, on a big factory, it seems that 4 cores are working equally around 30-40% Side threads are used to handle few things but main simulation is limited to single thread. I'm not 100% ...
by pyrolytic_tungsten
Sun Jul 10, 2016 11:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2
Replies: 26
Views: 34953

Re: [MOD 0.12.x] Scalar - Scale your technology - v1.0.2

Here's an unofficial update to .13 .

Edited file to default settings.
by pyrolytic_tungsten
Sun Jul 10, 2016 10:51 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52833

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

Building rocket parts is broken because there are 4 ingredients and the rocket silo only supports 3.

To fix add an entity-updates.lua file with

Code: Select all

data.raw["rocket-silo"]["rocket-silo"].ingredient_count=4
by pyrolytic_tungsten
Sat Mar 05, 2016 1:03 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 205102

Re: Friday Facts #128 - Back down to earth

I like the loader and I would certainly find it handy for mass storage. I don't like the idea of it consuming lubricant because that makes it tricky to use at outposts. Its use should be restricted to chests.
by pyrolytic_tungsten
Sun Nov 29, 2015 2:26 am
Forum: Resolved Problems and Bugs
Topic: [0.12.19] [kovarex] Roboport tooltip bugs
Replies: 2
Views: 6394

Re: [0.12.19] Roboport tooltip bugs

I agree that the personal roboport tooltip should be made consistent with the roboport tooltip.
by pyrolytic_tungsten
Sat Nov 28, 2015 1:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.19]Filtered inventory slots don't highlight
Replies: 1
Views: 5393

[0.12.19]Filtered inventory slots don't highlight

When you put your mouse cursor over an unfiltered inventory slot (toolbar, cargo wagon, etc...) it will highlight by lightening the background of the slot and drawing a white box around the slot. Nothing currently happens when mousing over a filtered inventory slot. To be consistent I would expect t...
by pyrolytic_tungsten
Sat Nov 28, 2015 1:02 pm
Forum: Balancing
Topic: Rocket Research needs to be split up.
Replies: 10
Views: 25698

Re: Rocket Research needs to be split up.

I agree that the research should be split up a bit.
by pyrolytic_tungsten
Sat Nov 28, 2015 12:28 pm
Forum: Minor issues
Topic: [0.12.19] mouse wheel left/right names, binds but don't work
Replies: 1
Views: 6368

Re: [0.10.11] mouse wheel left/right names, binds but don't work

Bug is still present in 0.12.19 but should still be a very low priority.
by pyrolytic_tungsten
Sat Nov 28, 2015 12:15 pm
Forum: 1 / 0 magic
Topic: [0.11.18][cube] intermittently unable to click on item
Replies: 7
Views: 14328

Re: [0.11.18][cube] intermittently unable to click on item

This bug doesn't affect me anymore.
by pyrolytic_tungsten
Sat Nov 28, 2015 11:57 am
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 54609

Re: Friday Facts #114 - Better train conditions

If stations gets circuit connections, it would be interesting to have them being able to be enabled/disabled from circuit conditions. It would permit to have train not going to disabled stations. I'm planning on making the trains controllable using the circuit network. This sounds like an interesti...
by pyrolytic_tungsten
Tue May 26, 2015 3:15 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 66757

Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7

Issues fixed: Entities created are no longer of the enemy force. Actuators will properly deactivate newly built targets without state change. Actuators don't forget about trains (when the train left the actuator would set its target to the rail and since the rail would never move or get destroyed i...
by pyrolytic_tungsten
Tue Apr 21, 2015 4:12 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1000331

Re: Factorio Roadmap for 0.12 + 0.13

With the current belts in 0.11 inserters can't fill a belt to full density. So, to make a belt full density I often put a next higher speed belt under the last few inserters or if dealing with express belt I have a few inserters go onto a second belt and use a splitter to merge the items in. Will th...
by pyrolytic_tungsten
Fri Apr 17, 2015 12:10 pm
Forum: General discussion
Topic: Performance statistics question
Replies: 7
Views: 4599

Re: Performance statistics question

My understanding is that flip refers to the rendered graphics in the buffer being swapped to what is being displayed. See https://forums.factorio.com/forum/viewtopic.php?f=49&t=7972 or http://en.wikipedia.org/wiki/Multiple_buffering#Page_flipping . It shouldn't take long more than a few msec per...
by pyrolytic_tungsten
Fri Apr 17, 2015 11:45 am
Forum: General discussion
Topic: Rendering extents/slowdown
Replies: 2
Views: 2290

Re: Rendering extents/slowdown

Chunks with pollution always update. For me the biggest slowdown is from entity update. Meaning the time the game is taking to handle all those belts, items, inserters, assemblers, etc...
by pyrolytic_tungsten
Sun Mar 29, 2015 8:54 am
Forum: This Forum
Topic: [fixed]Add implemented ideas subforum to ideas and suggest.
Replies: 2
Views: 6121

[fixed]Add implemented ideas subforum to ideas and suggest.

I noticed the "Force-place Incomplete Blueprints" thread in the ideas and suggestion forum and I thought we should consider an implemented ideas subforum to the ideas and suggestion forum so some threads can get moved there out of the way.

Does that sound reasonable?
by pyrolytic_tungsten
Sun Mar 29, 2015 8:35 am
Forum: Mods
Topic: [MOD 0.10.x] Advanced radars
Replies: 3
Views: 7340

Re: [MOD 0.10.x] Advanced radars

I made an unofficial patch that works with 0.11.19. The continuous coverage areas were expanded but otherwise the radars are mostly the same. These radars are very helpful with the RSO mod.
by pyrolytic_tungsten
Sun Mar 29, 2015 8:06 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 66757

Re: [MOD 0.11.x] Smart Circuit Systems - 0.3.7

I decided to put together an unofficial patch for the next version (0.3.8). Issues fixed: Entities created are no longer of the enemy force. Actuators will properly deactivate newly built targets without state change. Actuators don't forget about trains (when the train left the actuator would set it...
by pyrolytic_tungsten
Sat Mar 28, 2015 4:38 pm
Forum: Balancing
Topic: Normal Oil Settings
Replies: 22
Views: 20618

Re: Normal Oil Settings

I'm surprised that there hasn't been any mention of productivity modules in the petrochemical production chain to reduce oil consumption. Let's take batteries as an example. If we put a pair of productivity 1 modules in a chemical plant/refinery you get a 4%*2=8% productivity bonus. Ignoring modules...
by pyrolytic_tungsten
Thu Mar 26, 2015 8:49 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 157664

Re: [0.11.11+] FARL 0.2.6 (Rail Layer)

FARL causes an exit to main menu under certain conditions when using the FAT controller. To cause this get in a FARL and command it to move to another station. Change control to another train and drive it a bit manually and then hit the player button to try and return to the player still in the FARL...
by pyrolytic_tungsten
Thu Mar 26, 2015 7:39 pm
Forum: Ideas and Suggestions
Topic: Be able to see your electric networks wherever you are ☸
Replies: 10
Views: 19042

Re: Be able to see your electric networks wherever you are

But that leads me to another idea : there may be a small object/batiment that you must build and attach to the electric network you want to be able to see (and may be manipulate, being able to switch this network on/off far away from it for example). I can get behind something that must be attached...

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