Search found 3911 matches
- Mon Aug 30, 2021 7:58 pm
- Forum: Mods
- Topic: [1.1] Nullius: A Factorio prequel
- Replies: 109
- Views: 32106
Re: [1.1] Nullius: A Factorio prequel
If steel or one of other chests exists as normal then wide chests should work. Just need to limit it in settings a bit to not generate tons of variants. And it can do 13x1 chests for nice 2 cargo wagon stops.
- Mon Aug 23, 2021 4:46 pm
- Forum: Technical Help
- Topic: Performace issues on High-End PC
- Replies: 12
- Views: 4464
Re: Performace issues on High-End PC
It looks like you might be running into what your laptop can do with Factorio - mainly due to mostly single threaded nature of factorio simulation loop. For factorio most important parameter of CPU is single thread performance and on top of that memory speed and latency. Take a look here at your CPU...
- Sun Aug 22, 2021 9:37 am
- Forum: Modding help
- Topic: Using the global random number generator inside on_chunk_generated
- Replies: 7
- Views: 2336
Re: Using the global random number generator inside on_chunk_generated
You can combine the coordinates of the chunk with the map seed, to create your own tick-independent random number generator. The x and y multipliers are random primes I found on the internet , the important part is that they are large and prime. local x = event.position.x local y = event.position.y...
- Fri Aug 20, 2021 5:08 pm
- Forum: Technical Help
- Topic: Use Xbox Elite Series 2 Controller on Mac OS
- Replies: 8
- Views: 2935
Re: Use Xbox Elite Series 2 Controller on Mac OS
I'm sorry but there is Macbook, xbox controller and factorio in same sentence. This gives a syntax error. Help not possible
- Tue Aug 10, 2021 4:10 pm
- Forum: Technical Help
- Topic: Error "Couldn't set permissions to 777: Operation not permitted" on game start and update
- Replies: 6
- Views: 2164
Re: Error "Couldn't set permissions to 777: Operation not permitted" on game start and update
Any windows/other software updates that might be related recently?
- Mon Jul 26, 2021 4:50 pm
- Forum: Technical Help
- Topic: Recover blueprints?
- Replies: 1
- Views: 1822
Re: Recover blueprints?
If you did not copy them to global book then not really.
You could try some universal file undelete software but that might not work after some time has passed and disk was used a lot already.
You could try some universal file undelete software but that might not work after some time has passed and disk was used a lot already.
- Thu Jul 22, 2021 3:43 pm
- Forum: Minor issues
- Topic: [1.1.35] Overlapping construction areas count "missing construction material" wrong.
- Replies: 5
- Views: 2090
Re: [1.1.35] Overlapping construction areas count "missing construction material" wrong.
What's with the attitude? Maybe because of https://forums.factorio.com/viewtopic.php?f=23&t=99360&p=549817. Although the devs are right, it's NaB. Take the following situation: Two roboports (left and right) far enough away to be own networks, building in the middle. My test results: - Righ...
- Fri Jul 09, 2021 8:02 pm
- Forum: Not a bug
- Topic: [1.1.35] Incorrect grid-snapping of even-sized resources
- Replies: 4
- Views: 1355
Re: [1.1.35] Incorrect grid-snapping of even-sized resources
Changed LuaSurface::create_entity so it places resource entities to center of a tile as map generator would. This can be overridden by optional snap_to_tile_center parameter. (https://forums.factorio.com/83891) Topic linked in this changelog entry may contain answers to your questions. It looks to ...
- Thu Jul 08, 2021 10:55 am
- Forum: Technical Help
- Topic: Corrupt map: Unknown tile 246
- Replies: 13
- Views: 3671
Re: Corrupt map: Unknown tile 246
Oh how! So I'm not alone with my problem :))))))))) No you're not alone. There's an entire section "0/1 Magic" of people with similar issues. People are losing all their saves and the staff are in disagreement about the problem. I recommended making backups of saves on successful load(no ...
- Thu Jul 01, 2021 3:21 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 318730
Re: [MOD 0.13.17+] Rampant
I'm not sure if I can make value of RSO's startup setting dependant on presence of another mod. And I do recall Rampant working with RSO generated bases but that was long time ago. I'm pretty sure that the issue might be in the fact that RSO disables normal generation and creates the bases by hand i...
- Thu Jul 01, 2021 12:10 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 318730
Re: [MOD 0.13.17+] Rampant
If you want to play RSO + Rampant you should switch RSO over to vanilla biters spawning method. That makes it work a bit better from my short playthrough. I think Rampant specifically has biter scanning to also make it work with RSO biters spawning but as you see it might not work. Yeah, I did that...
- Wed Jun 30, 2021 3:55 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 318730
Re: [MOD 0.13.17+] Rampant
If you want to play RSO + Rampant you should switch RSO over to vanilla biters spawning method. That makes it work a bit better from my short playthrough.
I think Rampant specifically has biter scanning to also make it work with RSO biters spawning but as you see it might not work.
I think Rampant specifically has biter scanning to also make it work with RSO biters spawning but as you see it might not work.
- Mon Jun 21, 2021 11:33 pm
- Forum: Technical Help
- Topic: [1.1.35] unable to save the map
- Replies: 11
- Views: 3571
Re: [1.1.35] unable to save the map
But is it really that common? https://stackoverflow.com/questions/2580933 As for the games, most of them are graphic heavy, so you wouldn't notice a slightly changed pixel or a bugged vertex. Thanks for the link it's quite informative. I guess it's much easier to get a corruption in data that won't...
- Mon Jun 21, 2021 9:17 pm
- Forum: Technical Help
- Topic: [1.1.35] unable to save the map
- Replies: 11
- Views: 3571
Re: [1.1.35] unable to save the map
So this is not an error, but quite a common occurrence Yep, bit flips are quite common. That's why servers use ECC memory. I'm quite interested when I see sentence like this - how common are they? I spent quite a lot of time with factorio and lots of time gaming in general and I don't recall having...
- Sat Jun 19, 2021 8:56 pm
- Forum: Resource Spawner Overhaul
- Topic: Nullius ore configuration
- Replies: 4
- Views: 2912
Re: Nullius ore configuration
I would think that RSO should react properly if you set enemy base autoplace to nil but didn't check that one. For some reason autoplace is actually ignored for enemies specifically - must had a reson for that at some point.
Added your config and base removal and it works - released 6.2.8 with it.
Added your config and base removal and it works - released 6.2.8 with it.
- Sat Jun 19, 2021 8:55 pm
- Forum: Resource Spawner Overhaul
- Topic: Config for Zircon (for Zirconium mod)
- Replies: 2
- Views: 1697
Re: Config for Zircon (for Zirconium mod)
Added in 6.2.8.
- Tue Jun 15, 2021 6:19 pm
- Forum: Resource Spawner Overhaul
- Topic: Nullius ore configuration
- Replies: 4
- Views: 2912
Re: Nullius ore configuration
I'll try to add it this week and release new version.
Are you disabling enemies in vanilla?
I think RSO should pick that up properly and don't need disabling enemies here. If it doesn't work I might need to fix that part.
Are you disabling enemies in vanilla?
I think RSO should pick that up properly and don't need disabling enemies here. If it doesn't work I might need to fix that part.
- Sun Jun 13, 2021 5:00 pm
- Forum: Resource Spawner Overhaul
- Topic: Angel's Ores Starting Area Bug
- Replies: 2
- Views: 2322
Re: Angel's Ores Starting Area Bug
Added handling of starting area ore settings from Angels Refining in 6.2.7.
- Mon Jun 07, 2021 5:13 pm
- Forum: PyMods
- Topic: low quality graphics ..
- Replies: 39
- Views: 11932
Re: low quality graphics ..
Grab gpu-z and check video memory usage in it. It will show you if you are actually filling up gpu's memory.
- Sun Jun 06, 2021 6:43 pm
- Forum: Modding help
- Topic: http requests
- Replies: 5
- Views: 1500