Search found 188 matches

by Xeanoa
Sat May 25, 2019 10:48 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki
Replies: 10
Views: 2051

Re: [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki

Refined flammables has always been boosting with fire dmamage in general, and Flamethrower turrets specifically.
by Xeanoa
Tue May 14, 2019 12:17 pm
Forum: Not a bug
Topic: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED
Replies: 40
Views: 3081

Re: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED

I don't have the issue, but looking at the thread I thought it might be related to switching between iGPU and dedicated graphics on certain power plans, usually for laptops. Do you have experience with this? Unfortunately not a lot. I've had an issue with the laptop not switching graphics device wh...
by Xeanoa
Tue May 14, 2019 2:01 am
Forum: Ideas and Suggestions
Topic: It can also be used to mine any kind of path, said no-one ever
Replies: 34
Views: 993

Re: It can also be used to mine any kind of path, said no-one ever

Maybe the problem is that floor tiles should not be used to mine floor tiles in the first place.
We have a pickaxe for that. It just needs a toggle to select floor tiles instead of entities build above them.
by Xeanoa
Mon May 13, 2019 12:44 pm
Forum: Not a bug
Topic: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED
Replies: 40
Views: 3081

Re: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED

I don't have the issue, but looking at the thread I thought it might be related to switching between iGPU and dedicated graphics on certain power plans, usually for laptops.
by Xeanoa
Wed May 08, 2019 11:00 am
Forum: Technical Help
Topic: [0.17.34] Blurry image when walking, stutter, odd frametimes
Replies: 5
Views: 366

Re: [0.17.34] Blurry image when walking, stutter, odd frametimes

Try disabling freesync/gsync/anything like that. I've only ever heard them causing problems when used with Factorio. Even though we don't do anything specific for them - all we do is tell the GPU driver "please use vsync" if you have the option enabled in graphics settings. To expand on what I've w...
by Xeanoa
Tue May 07, 2019 2:36 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.36] Lowering Frequency on the map generator leads to excessively small starting area ore patches
Replies: 3
Views: 2179

[Twinsen][0.17.36] Lowering Frequency on the map generator leads to excessively small starting area ore patches

Title says most of it. When reducing Frequency of ore in the map generator, starting ore patches are proportionally reduced in Richness.
That leads to excessively small starting ore patches when reducing both Richness and Frequency, but increasing Size.
by Xeanoa
Mon May 06, 2019 9:13 am
Forum: Ideas and Suggestions
Topic: Add "Only 1 inbound train allowed at a time" checkbox for train stops
Replies: 24
Views: 1058

Re: Add "Only 1 inbound train allowed at a time" checkbox for train stops

since no one will ever build 1 million trains with the same station in their schedule. I fully expect someone from this community to do that just to prove you wrong. On the topic at hand, does a station *know* how many inbound trains it has? What additional checks/calculations would be necessary? W...
by Xeanoa
Mon May 06, 2019 9:07 am
Forum: Technical Help
Topic: [INVALID] Feature request: Windowed fullscreen behavior
Replies: 2
Views: 185

Re: Feature request: Windowed fullscreen behavior

Factorio does use Fullscreen/Borderless window.
There's a graphics setting called 'Minimise on focus loss' that sets Factorio to be minimised regardless. It's something I haven't seen any other game use, maybe it's checked for you?
by Xeanoa
Sun May 05, 2019 9:27 am
Forum: Duplicates
Topic: [0.17.36] Refinery 'leaks' crude oil out of the input
Replies: 4
Views: 326

Re: [0.17.36] Refinery 'leaks' crude oil out of the input

As soon as you connect the second pipe network, it is confirmed as a crude oil pipe internally, since mixing fluids is no longer permitted. When I tried a similar setup, I was not able to connect the second pipe, which already had water in it, to a crude oil input. I'm not sure if this is intended w...
by Xeanoa
Sun May 05, 2019 9:04 am
Forum: Pending
Topic: [0.17.36] Tooltip stuck in the map gen window
Replies: 1
Views: 107

[0.17.36] Tooltip stuck in the map gen window

See attached image: A 100% tooltip got stuck in the Window when fiddling around with the bars and base settings. It would not disappear in that instance, but I don't exactly know how to reproduce it either. I *believe* it happened while it was still attached to the cursor when I opened the dropdown ...
by Xeanoa
Sat May 04, 2019 11:27 am
Forum: Ideas and Suggestions
Topic: It can also be used to mine any kind of path, said no-one ever
Replies: 34
Views: 993

Re: It can also be used to mine any kind of path

Afaik, picking up *anything* manually in the world of Factorio is called mining, for the consistency of language. It may sound odd at first, but it's correct.
When using bots, it would be called deconstruction. As such, you also *build* tiles, you don't *place* them.
by Xeanoa
Sat May 04, 2019 11:19 am
Forum: Ideas and Suggestions
Topic: Major uranium ore sink
Replies: 19
Views: 1027

Re: Major uranium ore sink

Same thing was true for stone before the science changes in 0.17. I support the idea to make uranium be used in a science recipe.
by Xeanoa
Sat May 04, 2019 11:14 am
Forum: Balancing
Topic: Early massive biter attack
Replies: 27
Views: 2296

Re: Early massive biter attack

I actually liked being attacked by 30 or 40 small biters as a first attack on a new map. I had to load the latest autosave, build an SMG and 2 turrets, which were subsequently lost during the attack, and actually fight for my life. Getting attacked by swarms of 2 or 4 or maybe 6 feels more like an a...
by Xeanoa
Sat May 04, 2019 9:50 am
Forum: Off topic
Topic: How did you discover Factorio?
Replies: 56
Views: 26793

Re: How did you discover Factorio?

Some friend, I don't recall exactly, introduced me during 0.10 or 0.11.

Intermittently stopped playing and got back into it, every other version.
by Xeanoa
Fri May 03, 2019 5:59 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16861

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

BHakluyt wrote:
Fri May 03, 2019 5:47 pm
Yeah, having a female Factorio dudette is a good idea.
That would also mean having to make a male character, since it does not seem to have a defined gender.
Personally I'd love me some Barbie in a Bikini.
by Xeanoa
Fri May 03, 2019 4:44 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 16861

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

It's still very difficult to notice destroyed belt tiles under a fully backed up belt. Maybe this could also be addressed with the remnants update?
by Xeanoa
Wed May 01, 2019 9:58 am
Forum: Technical Help
Topic: [0.17.34] Blurry image when walking, stutter, odd frametimes
Replies: 5
Views: 366

[0.17.34] Blurry image when walking, stutter, odd frametimes

Hello everyone, I'm having graphical issues with the game. I'll try to sum up some of the things I noticed, and hopefully someone can make a picture of it. - Blurry image when moving around - Something I percieve as Microstutter - Issue persists through Windowed and Fullscreen modes, setting the Mon...
by Xeanoa
Thu Feb 23, 2017 12:52 pm
Forum: Ideas and Requests For Mods
Topic: IDEA oil on the water, enemies, guns
Replies: 6
Views: 1122

Re: IDEA oil on the water, enemies, guns

How about a long building with a 'bridge' suspended pipeline to the shore, and an offshore type entity that produces the oil as connection?

Go to advanced search