Search found 15 matches
- Fri Jun 07, 2024 6:23 pm
- Forum: Releases
- Topic: Version 1.1.109
- Replies: 6
- Views: 15636
Re: Version 1.1.109
Who in their sane mind crafts items with fluids? Isn't crafting of these items blocked?
- Wed Aug 17, 2022 6:08 am
- Forum: Technical Help
- Topic: Steam account -> factorio account -> email notifications
- Replies: 1
- Views: 811
Steam account -> factorio account -> email notifications
I bought Factorio via Steam, so I have a factorio account that is linked to my steam account, and I always "log in with Steam", so I have no account password that I know of. According to https://factorio.com/profile, my Factorio account does not have an associated email address, which mean...
- Sun Oct 03, 2021 9:25 am
- Forum: Gameplay Help
- Topic: How do I determine the total resources visible?
- Replies: 4
- Views: 2076
Re: How do I determine the total resources visible?
Many thanks for your replies, was very helpful. Especially the working code. I meant the whole rendered map when I said "visible area", but I managed to remove the area calculation and constraint. Sorry if you did more work than actually needed, just because I am just too tired this week t...
- Fri Oct 01, 2021 3:38 pm
- Forum: Gameplay Help
- Topic: How do I determine the total resources visible?
- Replies: 4
- Views: 2076
How do I determine the total resources visible?
I would like to query my current game (through console) how many ores per type are in the visible area. I already found some lua commands in the wiki which are probably helpful: print game.player.surface.find_entities_filtered{type="resource"}) but I seem unable to wire them up correctly -...
- Fri Sep 24, 2021 8:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.40] Error saving map: Corruption of game state detected
- Replies: 3
- Views: 3353
Re: [1.1.40] Error saving map: Corruption of game state detected
You don't have to, though, velocity is not just up to one individual dev, but depends on company policy and organization. I have worked at a small company where we would also release bugfix builds same-day, now I am at a company where it takes on average two weeks until a support case is a dev ticke...
- Sat May 08, 2021 10:05 am
- Forum: Ideas and Requests For Mods
- Topic: Dropdown to continue 2nd/3rd last game
- Replies: 1
- Views: 1002
Dropdown to continue 2nd/3rd last game
I really would like to be able to configure in the game settings how many of my most recent games should be shown in a dropdown from the start screen (in order last played), e.g. three: https://i.imgur.com/gwCIMKa.png I usually switch between my most recent solo game, our most recent multiplayer gam...
- Fri Mar 12, 2021 7:24 pm
- Forum: Technical Help
- Topic: Weird client FPS behaviour
- Replies: 11
- Views: 3773
Re: Weird client FPS behaviour
Then why does it work when the host is in map mode? What is so different about map mode that currently I have 32.5 fps when he is in map mode, but only 2.5 FPS when he isn't?
- Thu Feb 25, 2021 8:30 pm
- Forum: Technical Help
- Topic: Weird client FPS behaviour
- Replies: 11
- Views: 3773
Re: Weird client FPS behaviour
VSCode as a profiler? Learning something new every day.
I may be able to do so on the weekend. Which profilers (e.g. from this long list) do you think are most suited for the kind of profiling you think of?
I may be able to do so on the weekend. Which profilers (e.g. from this long list) do you think are most suited for the kind of profiling you think of?
- Wed Feb 24, 2021 8:50 pm
- Forum: Technical Help
- Topic: Weird client FPS behaviour
- Replies: 11
- Views: 3773
Re: Weird client FPS behaviour
It may or may not have worked, we do not have the same problem the other way around. Still, isn't it weird that it works when he is in map mode? My FPS have a factor 10 between him being in map mode and normal mode. That isn't something I can wrap my head around, despite being a software developer m...
- Sun Feb 21, 2021 6:38 pm
- Forum: Technical Help
- Topic: Weird client FPS behaviour
- Replies: 11
- Views: 3773
Re: Weird client FPS behaviour
We tried it out today - If he just lets the game run and goes to dinner, without going into map mode, my game runs at 4.0 fps and disconnects after some time because it can't keep up. If he goes into map mode before leaving the PC, I have no problem playing on while he is away.
- Sat Feb 20, 2021 7:21 pm
- Forum: Technical Help
- Topic: Weird client FPS behaviour
- Replies: 11
- Views: 3773
Weird client FPS behaviour
I have the following issue playing with a friend, who is hosting our multiplayer game. UPS are about 50, his FPS are the same as the UPS. I am for the last two or three hours just letting my game run and looking at the FPS because often it is unplayable. He is telling me what he is doing, and it see...
- Thu Jan 28, 2021 5:22 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 26787
Re: Nerf the Portable Fusion Reactor?
- Thu Jan 28, 2021 5:10 am
- Forum: Ideas and Suggestions
- Topic: Limit Map Size - each of the four directions separately
- Replies: 0
- Views: 642
Limit Map Size - each of the four directions separately
Hello Factorio team, I would like to ask whether you could consider for the future that the map size can be limited into each of the four directions separately. So that one could e.g. limit North: 100 tiles, South: 100 tiles, West: 100 tiles, East: no limit, to allow for only one direction for expan...
- Tue Jan 26, 2021 6:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.13] Crash On SaveAfterServerLeft (!hasReachedZeroConnection was not true)
- Replies: 4
- Views: 2034
Re: [1.1.13] Crash On SaveAfterServerLeft (!hasReachedZeroConnection was not true)
Thank you for looking into it, will attach the save as soon as my friend comes back to me. Remember what was happening is easy: I didn't touch any controls after saving had started. I probably was browsing reddit on my second screen. Next time I looked at my factory, I was greeted by the "Serve...
- Sat Jan 23, 2021 7:45 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.13] Crash On SaveAfterServerLeft (!hasReachedZeroConnection was not true)
- Replies: 4
- Views: 2034
[1.1.13] Crash On SaveAfterServerLeft (!hasReachedZeroConnection was not true)
I am playing multiplayer via internet with a friend. Vanilla, first time on 1.1.13. Game was started in 1.0, switched to experimental in time for 1.0.9. I set up the game back then, and we are taking turns hosting because the non-host experience is not as good as the host's experience. This time, he...