Search found 30 matches

by roidal
Fri Apr 01, 2022 3:04 pm
Forum: News
Topic: Friday Facts #369 - To the moon
Replies: 62
Views: 30084

Re: Friday Facts #369 - To the moon

Sicarus wrote: ↑
Fri Apr 01, 2022 12:33 pm
Very funny.... You had me going in the first half, I'm not gonna lie...... :mrgreen:
Here the same! :D
by roidal
Wed Feb 03, 2021 10:48 am
Forum: Technical Help
Topic: GOG not up to date.
Replies: 3
Views: 806

Re: GOG not up to date.

As always. You can download it from factorio.com. I'am aware of that. This was meant as an Information just in case you forgot to update. GOG never gets updates quickly. It's the one and only reason I don't buy games from their otherwise really nice service. I bought FTL from them. Then I bought it...
by roidal
Tue Feb 02, 2021 5:01 pm
Forum: Technical Help
Topic: GOG not up to date.
Replies: 3
Views: 806

GOG not up to date.

Seems like the download-Versions on GOG are not up to date:
fv.png
fv.png (20.48 KiB) Viewed 806 times
by roidal
Sat Aug 15, 2020 10:11 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 79504

Re: Version 1.0.0

πŸ‘
by roidal
Sun Oct 27, 2019 8:05 am
Forum: General discussion
Topic: GOG Version
Replies: 11
Views: 2954

Re: GOG Version

Thanks for the info!
May i ask how does that work? Do you inform them about stable-updates?
by roidal
Sun Oct 27, 2019 7:18 am
Forum: General discussion
Topic: GOG Version
Replies: 11
Views: 2954

Re: GOG Version

And it is again behind :(

What the hell is gog doing?! :D
by roidal
Tue Oct 08, 2019 11:24 am
Forum: General discussion
Topic: GOG Version
Replies: 11
Views: 2954

Re: GOG Version

Hi,

Game is now up to date!
Thank you!
by roidal
Fri Oct 04, 2019 10:49 am
Forum: General discussion
Topic: GOG Version
Replies: 11
Views: 2954

GOG Version

Hi,

will the gog-version be updated soon too?

The linux-version there is on 0.17.41 while windows-version is still on 0.16.51.
by roidal
Sat May 26, 2018 6:37 am
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 22233

Re: Friday Facts #244 - Localised plurals & Modernisation progress

So I will be unable to update to .17. A pity. Yay, I am the 1%! What do you have?! OGL3.3 is on the order of rather ancient at this point... o.O For example my old Notebook with a AMD HD6000 GPU. I got OGL3.3 just 2 weeks ago when i updated to Fedora 28. On Fedora 27 the radeon-driver did only supp...
by roidal
Sat Feb 24, 2018 2:18 pm
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 33248

Re: Re:

Rseding91 wrote: It is fun to see crash logs where the person clearly pirated it
This is a interessting point. How do you distinguish between a "good" and a "bad" copy of the DRM-free version? :D
Or are there really cracked versions of the game used from steam?
by roidal
Fri Feb 16, 2018 7:58 pm
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 34080

Re: Friday Facts #230 - Engine modernisation

kellerkindt wrote:Please. think about OpenGL 4.5 only ...
And effectively dropping OSX and almost all linux-support?
:?
by roidal
Sun Feb 04, 2018 11:26 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 63269

Re: Friday Facts #228 - High resolution turrets

But what frustrates me on your post is that Raden HD 6000 series, despite being released 8 years ago, supports up to OGL 4.4! This is true. But since your game support linux i thought you should be aware that linux-drivers may not be able to fully utilize (especially) older GPU's. So there might so...
by roidal
Sun Feb 04, 2018 9:01 am
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 63269

Re: Friday Facts #228 - High resolution turrets

OGL 2.1 most definitelly won't be supported anymore. We have not decided if minimum will be 3.2 or 4.1, yet. We don't use OpenGL by default on Windows, if that is system you play on. I hope you take in mind that linux drivers for older GPU's might not have support for OpenGL 4.x. For example my not...
by roidal
Sat Jun 17, 2017 9:20 am
Forum: Resolved Problems and Bugs
Topic: [0.15.21] Wrong statistic when character create items
Replies: 2
Views: 946

Re: [0.15.21] Wrong statistic when character create items

Thist is related to my other report: viewtopic.php?f=58&t=49150

May it be an easy solution for both situation if you count consumed items to statistic after they are craftet and not when crafting starts?
That may fix both problems?
by roidal
Sat Jun 17, 2017 9:11 am
Forum: Resolved Problems and Bugs
Topic: [0.15.21] Wrong statistic when character create items
Replies: 2
Views: 946

[0.15.21] Wrong statistic when character create items

When player creates items the consumed items are not counted.

How to reproduce:
Start a new game and build 2 belts. Then statistic shows the produced 2 belts and 1 gear but not the 3 consumed iron-plates.
by roidal
Fri Jun 02, 2017 5:34 pm
Forum: Won't fix.
Topic: [0.15.18] Wrong consumption-statistic at aborting production
Replies: 1
Views: 787

[0.15.18] Wrong consumption-statistic at aborting production

When production of (assembly)machines get aborted by the user the ingredients will be returned but still counted as "consumed" by the statistics.

Maybe ingredients should be counted as "consumed" after production of the target-product is finished?
by roidal
Tue May 30, 2017 6:12 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 411
Views: 135682

Re: Parrallel processing in games & applications

roidal Belts and splitters are no longer updatable entities, it all moved to sort of "transport-line-manager" like we have for electric networks. Item position is important not just for rendering, but also for inserters to chase items and stop chasing when item goes to next belt in a sequ...
by roidal
Thu May 25, 2017 5:41 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 411
Views: 135682

Re: Parrallel processing in games & applications

roidal Yes, waking up everything during brownout is the only option I guess (but that would cause UPS drop during brownouts), but on the other hand everything is slow anyway during brownouts, and big-factory players rarely have brownouts. Another option would be for electric network to control upda...
by roidal
Thu May 25, 2017 2:25 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 411
Views: 135682

Re: Parrallel processing in games & applications

roidal They are in there for things like fires and smokes. For assembly machines this was an experiment, still not in 0.15 due to electric brownout logics. Thanks for your answer. Exactly about electric system i was wondering how you would handle that. May i ask whats the plan about that? Waking up...
by roidal
Fri May 19, 2017 10:58 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 411
Views: 135682

Re: Parrallel processing in games & applications

https://forums.factorio.com/viewtopic.php?f=5&t=39893&start=60#p238247 : ... and it gets its first update tick to produce red circuit. And it estimates that it will finish producing in like 1000 ticks, so it puts itself into another timed-way sleep-list, and for another 999 ticks it's not u...

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