Here the same!
Search found 30 matches
- Fri Apr 01, 2022 3:04 pm
- Forum: News
- Topic: Friday Facts #369 - To the moon
- Replies: 67
- Views: 51667
- Wed Feb 03, 2021 10:48 am
- Forum: Technical Help
- Topic: GOG not up to date.
- Replies: 3
- Views: 1524
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...
- Tue Feb 02, 2021 5:01 pm
- Forum: Technical Help
- Topic: GOG not up to date.
- Replies: 3
- Views: 1524
GOG not up to date.
Seems like the download-Versions on GOG are not up to date:
- Sat Aug 15, 2020 10:11 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 99512
- Sun Oct 27, 2019 8:05 am
- Forum: General discussion
- Topic: GOG Version
- Replies: 11
- Views: 4626
Re: GOG Version
Thanks for the info!
May i ask how does that work? Do you inform them about stable-updates?
May i ask how does that work? Do you inform them about stable-updates?
- Sun Oct 27, 2019 7:18 am
- Forum: General discussion
- Topic: GOG Version
- Replies: 11
- Views: 4626
Re: GOG Version
And it is again behind
What the hell is gog doing?!
What the hell is gog doing?!
- Tue Oct 08, 2019 11:24 am
- Forum: General discussion
- Topic: GOG Version
- Replies: 11
- Views: 4626
Re: GOG Version
Hi,
Game is now up to date!
Thank you!
Game is now up to date!
Thank you!
- Fri Oct 04, 2019 10:49 am
- Forum: General discussion
- Topic: GOG Version
- Replies: 11
- Views: 4626
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.
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.
- Sat May 26, 2018 6:37 am
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 31082
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...
- Sat Feb 24, 2018 2:18 pm
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45907
Re: Re:
This is a interessting point. How do you distinguish between a "good" and a "bad" copy of the DRM-free version?Rseding91 wrote: It is fun to see crash logs where the person clearly pirated it
Or are there really cracked versions of the game used from steam?
- Fri Feb 16, 2018 7:58 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 46009
Re: Friday Facts #230 - Engine modernisation
And effectively dropping OSX and almost all linux-support?kellerkindt wrote:Please. think about OpenGL 4.5 only ...
- Sun Feb 04, 2018 11:26 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78538
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...
- Sun Feb 04, 2018 9:01 am
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 78538
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...
- 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: 1426
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?
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?
- 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: 1426
[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.
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.
- Fri Jun 02, 2017 5:34 pm
- Forum: Won't fix.
- Topic: [0.15.18] Wrong consumption-statistic at aborting production
- Replies: 1
- Views: 1185
[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?
Maybe ingredients should be counted as "consumed" after production of the target-product is finished?
- Tue May 30, 2017 6:12 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200805
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...
- Thu May 25, 2017 5:41 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200805
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...
- Thu May 25, 2017 2:25 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200805
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...
- Fri May 19, 2017 10:58 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200805
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...