Search found 113 matches
- Wed Jan 18, 2017 7:48 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10951
Re: Don't sound the alarm again if the biters are already dead
If you know how to reproduce the delayed alarm make a bug report. I had that bug too, saw a bug report about this, but i couldn't reproduce it later. There was a bug report already. It had been moved to "not a bug" by Rseding91, with no mention of it being a problem of reproduction . Whic...
- Tue Jan 17, 2017 1:54 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10951
Re: Don't sound the alarm again if the biters are already dead
Yes, that alarm that always makes you think there is a new attack!Ranakastrasz wrote:This is about how a second alarm echo occurs 5-10 seconds after the first alert even if the wave is already dead, right?
An Alert happens for some reason even though no biters were there to do damage.
- Mon Jan 16, 2017 11:40 pm
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10951
Re: Don't sound the alarm again if the biters are already dead
E.g. how do you know, what objects are destroyed within the last minute within an area? From a programming perspective, this is absolutely trivial. Keep a global linear linked list of the previous alerts. Every time you want to trigger a new alert, you run through that list first. You then prune an...
- Mon Jan 16, 2017 8:38 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10951
Re: Don't sound the alarm again if the biters are already dead
But currently, the second alarm seems to play many seconds after the last building destroyed, which is extremely confusing. If it only played in the moment a building was destroyed, then there would be no problem.
- Mon Jan 16, 2017 8:08 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10951
Re: Don't sound the alarm again if the biters are already dead
How do you define "THE" in this case?. The is a "definite article", used, especially before a noun, with a specifying or particularizing effect, as opposed to the indefinite or generalizing force of the indefinite article a or an. I think you missed a word, if I did not miss som...
- Mon Jan 16, 2017 12:38 am
- Forum: Implemented Suggestions
- Topic: Don't sound the alarm again if the biters are already dead
- Replies: 35
- Views: 10951
Don't sound the alarm again if the biters are already dead
There is an alert sound if the aliens have attacked and destroyed a building. However, sometimes the alert sounds many seconds after my turrets have already killed off the aliens. This makes me wonder whether there are still live aliens missed by my turrets. So I suggest that an alarm is not sounded...
- Sun Jan 15, 2017 9:13 pm
- Forum: Ideas and Suggestions
- Topic: Prevent accidentally ALT-toggling "show info"
- Replies: 8
- Views: 2235
Re: Prevent accidentally ALT-toggling "show info"
First thing I do is change -change weapon- to tab, and -detailed info- to F1 and all is right in the world after that. Yeah, having q do double-duty as change weapon is horrible design. You press q all the time; do it once too many by accident, and the next time you defend against biters you use yo...
- Sun Jan 15, 2017 6:50 am
- Forum: Ideas and Suggestions
- Topic: Prevent accidentally ALT-toggling "show info"
- Replies: 8
- Views: 2235
Prevent accidentally ALT-toggling "show info"
Per default, the "show info" toggle is bound to ALT in the control settings. However, this means that every time you ALT-TAB out of a game, which is a very common thing to do when e.g. simultaneously consulting the Wiki, "show info" in unintentionally toggled. This seems very sub...
- Sat Jan 14, 2017 7:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Writing replay name in multiplayer moves player
- Replies: 1
- Views: 5037
[0.14.21] Writing replay name in multiplayer moves player
When you launch the rocket, you are prompted to save the replay. In multiplayer, in the save dialog that pops up, the normal functions of the keys are not disabled while typing here. So if you write a save name that includes one of the letters "wasd", your character will move around on scr...
- Fri Jan 06, 2017 5:41 am
- Forum: Minor issues
- Topic: Replay setting in the "map generator" screen
- Replies: 2
- Views: 2785
Replay setting in the "map generator" screen
The replay setting in the map generator screen has some issues. The "Enable replay" checkbox setting is not saved in the map string. This is not a bug as such, can be seen as a design choice. Issue 1) : But... changing the "Enable replay setting" will invalidate the Map Exchange ...
- Mon Sep 12, 2016 10:55 am
- Forum: Ideas and Suggestions
- Topic: Liquid voider
- Replies: 8
- Views: 3523
Re: Liquid voider
That would be an amazing solution!aubergine18 wrote:What about flare stacks?
- Fri Sep 09, 2016 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Liquid voider
- Replies: 8
- Views: 3523
Liquid voider
When refining, you right now generally need to have storage for your heavy and light oil, otherwise your refineries will not refine more petroleum when the others fill up. Some people have been using the bug/feature of steam engines that they will void all liquids, to get rid of excess light/heavy o...
- Thu Aug 18, 2016 7:07 pm
- Forum: General discussion
- Topic: Map generation - Only one map - Seed defines pos
- Replies: 56
- Views: 24516
Re: [0.13.16] Map generation - Only one map - Seed defines pos
I agree with you strongly. That quote "this is the way all deterministic map generation works" really throw me off. That's exactly why no dev said that. That quote is straight-up wrong as well. The quote was originally said by Rseding91 on page one of this thread. Rseding91 is listed here...
- Thu Aug 18, 2016 1:41 am
- Forum: General discussion
- Topic: Map generation - Only one map - Seed defines pos
- Replies: 56
- Views: 24516
Re: [0.13.16] Map generation - Only one map - Seed defines pos
You got me wrong there: What I actually mean is that the map is always the same regardless of the Seed. Even different Seed produce the same Map. The Seed just influences where you start, like the x/y coords of the map. Edited original text to clearify. That's what I was saying: there's only 1 map ...
- Thu Aug 04, 2016 5:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.13] [Multiplayer] Per-player FPS/UPS not useful
- Replies: 8
- Views: 2675
[0.13.13] [Multiplayer] Per-player FPS/UPS not useful
I were recently part of a multiplayer Factorio speedrun attempt on AntiElitz's channel on twitch. We had some setup problems, because one of the players apparently had a too slow CPU, which would start lagging once 6 people were connected. The problem/bug here was that the factorio debug output were...
- Tue Jul 12, 2016 11:35 pm
- Forum: Duplicates
- Topic: [0.13.8] MP: multi-minute hang after player leave
- Replies: 1
- Views: 841
[0.13.8] MP: multi-minute hang after player leave
Multi-minute hang after player leave. The game eventually unfroze after about ~5 minutes. My game console output kept repeating "Info Synchronizer.cpp:538: networkTick(704972) removing peer(5) success(false)." many times a minute. The problem was caught on stream at https://www.twitch.tv/a...
- Sun Jul 03, 2016 10:45 pm
- Forum: Not a bug
- Topic: [0.13.4] Extremely slow startup on Linux 64 bit
- Replies: 11
- Views: 2867
Re: [0.13.4] Extremely slow startup on Linux 64 bit
Assembly machine #1 has 792x408 pixel tilesheet for all the animation frames Ah. That would explain it. Do you know if they have considered including a version at 1/4 size for low-VRAM machines? That would obviously reduce quality (though not too much I would assume), but should cut video memory us...
- Sun Jul 03, 2016 7:17 pm
- Forum: Not a bug
- Topic: [0.13.4] Extremely slow startup on Linux 64 bit
- Replies: 11
- Views: 2867
Re: [0.13.4] Extremely slow startup on Linux 64 bit
I thought it was a 2D game! With very few textures. This computer runs e.g. Minecraft perfectly fine.
- Sun Jul 03, 2016 6:59 pm
- Forum: Not a bug
- Topic: [0.13.4] Extremely slow startup on Linux 64 bit
- Replies: 11
- Views: 2867
Re: [0.13.4] Extremely slow startup on Linux 64 bit
@Rseding91 That made the loading much faster (and 2-3 minutes now), though it is obviously still very slow in absolute terms. @hoho I have a fast well-tested SSD, and everything else seems to work very well. Factorio is using moderate amounts of CPU and RAM while loading slowly. But the graphics see...
- Sun Jul 03, 2016 6:31 pm
- Forum: Not a bug
- Topic: [0.13.4] Extremely slow startup on Linux 64 bit
- Replies: 11
- Views: 2867
[0.13.4] Extremely slow startup on Linux 64 bit
Factorio is extremely slow to start for me. It says "loading sprites" for literally ~10 minutes. I have a Q9300 CPU and 8GB RAM, which should be enough. Only slightly dicy thing is Radeon HD 4830, but I don't see how that should matter for the upstart. This has been the same for me on prev...