Search found 677 matches
- Sat May 13, 2017 2:14 pm
- Forum: Resolved Problems and Bugs
- Topic: Segfault when loading 0.14 save
- Replies: 2
- Views: 1319
Re: Segfault when loading 0.14 save
Oh, right. My bad. Forgot about having to resave it with latest 0.14 version. Sorry!
- Sat May 13, 2017 2:06 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 87454
Re: Anyone Ryzen Benchmarks?
Not sure if anyone cares but that "reference map" runs at around 52UPS on my i5-6600K @3.5GHz and 32GB of dual-channel RAM at 2400MHz (nothing is overclocked) in Linux with factorio version 0.14.23. During night it drops to ~45UPS. I have GTX 770 video card. Wait... wat? Are you talking a...
- Sat May 13, 2017 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] [Hanziq] Sync mods forces download of existing mods
- Replies: 5
- Views: 1775
Re: [0.15.10] Sync mods forces download of existing mods
Something like this would be awesome:factoriouzr wrote:or at the very least add a button for each option (enable, download, etc) for each section to toggle the entire column as all checked or all unchecked.
- Sat May 13, 2017 1:43 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 37506
Re: Friday Facts #190 - The quiet days
I've been trying to do some "intelligent" things with the new nuclear power production and found that there is no way to get electrical grid information into the circuit network. Pretty sure you can get some information from accumulators. E.g plug one to network and if its power drops <90...
- Sat May 13, 2017 1:32 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 87454
Re: Anyone Ryzen Benchmarks?
Not sure if anyone cares but that "reference map" runs at around 52UPS on my i5-6600K @3.5GHz and 32GB of dual-channel RAM at 2400MHz (nothing is overclocked) in Linux with factorio version 0.14.23. During night it drops to ~45UPS. I have GTX 770 video card. I don't really think it's possi...
- Sat May 13, 2017 1:10 pm
- Forum: Resolved Problems and Bugs
- Topic: Segfault when loading 0.14 save
- Replies: 2
- Views: 1319
Segfault when loading 0.14 save
I tried loading save from first post in this thread into 0.15.10 under Linux and it segfaulted. I tried it twice and it failed both times with same error. Relevant part of log: 58.680 Error CrashHandler.cpp:232: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... 59....
- Sat May 13, 2017 7:27 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1400718
Re: Development and Discussion
I'd be rather surprised if it won't be removed in some later update to angel's mods. As it stands, together with infinite ores, there is just WAY too much uranium.Mobius1 wrote:Unless you planning on removing the uranium ore from spawning on the map.
- Sat May 13, 2017 7:24 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1004037
Re: Factorio Roadmap for 0.15 + 0.16
tl;dr: mining productivity upgrades ruins ratios and sense of perfect factory How? All it does is make you mine ores a little bit faster per-miner. I've never heard anyone designing their factory to perfectly match the rate of ore mining, probably due to how often it changes when deposits run out o...
- Sat May 13, 2017 12:16 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1231861
Re: Bugs & FAQ
Does it just not match the consumption elsewhere in bobs? What do you mean? Sulfuric acid seems to be doing quite well for me while I'm doing leaching with bobonium/rubyte. I even earn a bit of extra sulfur but I've not yet managed to really scale my production so things may change. As it stands, I...
- Fri May 12, 2017 11:38 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1231861
Re: Bugs & FAQ
How can one make titanium sheet coils? Looking at code, it seems to require "strand-casting-machine" but I can't see any tech that unlocks it. Closest was an uncommented line in bob-smelting-technology.lua under "advanced-metallurgy-1" that unlocked the first tier of the machine....
- Fri May 12, 2017 6:45 pm
- Forum: Angels Mods
- Topic: Angels Pressure tanks?
- Replies: 3
- Views: 2342
Re: Angels Pressure tanks?
Aren't those tanks already incorporated into Angel's mods?
- Wed May 10, 2017 9:06 pm
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12830
Re: Barrels hold too much liquid.
Could someone show a picture of a setup that transports liquid via belt to 100 tile distance at comparable rate to what a single pipe can put through? I'm mostly interested in the amount of barreling assemblers and the size of the barreling/unbarreling setup that can compete with a pipe. in 0.15 yo...
- Wed May 10, 2017 11:53 am
- Forum: Balancing
- Topic: Barrels hold too much liquid.
- Replies: 37
- Views: 12830
Re: Barrels hold too much liquid.
Could someone show a picture of a setup that transports liquid via belt to 100 tile distance at comparable rate to what a single pipe can put through?
I'm mostly interested in the amount of barreling assemblers and the size of the barreling/unbarreling setup that can compete with a pipe.
I'm mostly interested in the amount of barreling assemblers and the size of the barreling/unbarreling setup that can compete with a pipe.
- Mon May 08, 2017 5:08 am
- Forum: Implemented in 2.0
- Topic: Research graph similar to production graphs to visualize research speed over time.
- Replies: 6
- Views: 2166
Re: Research graph similar to production graphs to visualize research speed over time.
You can always switch to a longer time period and find the packs from the list that way.Artman40 wrote:I found a problem. Namely, the the science pack production has stopped, the production icons for research packs don't show up.
- Mon May 08, 2017 5:04 am
- Forum: Energy Production
- Topic: Kovarex w/ feedback loop
- Replies: 22
- Views: 12578
Re: Kovarex w/ feedback loop
Potato, potatoh, ye. Your own design only has one flaw in my opinion, Medu: Those Active Provider chests. Why not make them Passive Providers so they'll fill up and jam the production process and shut down the Kovarex plant? It's a matter of taste, obviously. I too had regular provider chests there...
- Wed May 03, 2017 4:00 pm
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 74
- Views: 25735
Re: Testing efficiency of chained science labs
I am assuming you can still produce 2 copper wire in 1 tick? Yes. A machine can complete one craft per tick at most, doesn't matter how many products it generates. I'm not sure how it works with productivity. What happens as you approch this limit. I.e. 1.5 tick craft time? do you get 2 crafts ever...
- Wed May 03, 2017 2:38 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] create_directories(p): invalid argument
- Replies: 13
- Views: 8278
Re: [0.15.5] create_directories(p): invalid argument
Wildly stabbing in the dark, is any of the files in factorio (saves) directory or the directory itself set as read-only?
- Wed May 03, 2017 2:29 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] create_directories(p): invalid argument
- Replies: 13
- Views: 8278
Re: [0.15.5] create_directories(p): invalid argument
Does it happen with just that one save game or with others as well?
- Wed May 03, 2017 2:13 pm
- Forum: 1 / 0 magic
- Topic: [0.15.5] create_directories(p): invalid argument
- Replies: 13
- Views: 8278
Re: [0.15.5] create_directories(p): invalid argument
Looks like for some reason the game can't write to some directories. Is your hard drive perhaps out of free space?
Not having permissions as stenio said is another possibility.
Not having permissions as stenio said is another possibility.
- Wed May 03, 2017 12:47 pm
- Forum: General discussion
- Topic: Testing science- and energyefficiency of chained science lab
- Replies: 74
- Views: 25735
Re: Testing efficiency of chained science labs
Technically, there is. You can't complete more than one craft per tick. I assume in case of science labs, that means you can't consume more than one "bottle" per tick.solntcev wrote:There is no limit on speed bonuses.
Of course, it takes mods to ever get to that point with labs.