Are overhead rails supposed to be instantly destroyable by pentapod attacks without the rail supports taking any damage?
I've been having a lot of trouble lately with the pentapod attacks on one particular farm where I end up having to completely change the rail route into a reverse loop on the ...
Search found 37 matches
- Tue Dec 17, 2024 5:23 am
- Forum: Gameplay Help
- Topic: Space age, Gleba pentapods and rails
- Replies: 0
- Views: 405
- Wed Jan 22, 2020 2:25 am
- Forum: Ideas and Suggestions
- Topic: [0.18.0] walking on these green shrubs hurts my neck...
- Replies: 1
- Views: 989
[0.18.0] walking on these green shrubs hurts my neck...
https://cdn.discordapp.com/attachments/139677590393716737/669363804747857920/unknown.png
I'm hazarding a guess that the sound was sourced from rubbing plastic/bubblewrap? it's very unpleasant... to a point that it may have caused my current radiculopathy to suddenly flare while walking over it ...
I'm hazarding a guess that the sound was sourced from rubbing plastic/bubblewrap? it's very unpleasant... to a point that it may have caused my current radiculopathy to suddenly flare while walking over it ...
- Tue Jun 04, 2019 10:22 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 59415
Re: [MOD 0.16, 0.17] Realistic Electric Trains
BTW; there's still the PR pending that fixes the trains being broken in the current version;
https://github.com/Scarabytes/FactorioR ... ns/pull/15
https://github.com/Scarabytes/FactorioR ... ns/pull/15
- Thu Mar 14, 2019 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5][MacOS] Factorio performance dropped significantly
- Replies: 7
- Views: 8748
Re: [0.17.5][MacOS] Factorio performance dropped significantly
This would've likely been the case due to the iris-pro part of the iGPU (128MB cache), and seeing as my 290X also becomes a furnace when texture streaming takes place, I suggest trying with texture streaming off?posila wrote: Wed Mar 13, 2019 2:19 pm By default, the option should be disabled unless game detects dedicated GPU.
- Sat Dec 22, 2018 10:41 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 87896
Re: Friday Facts #274 - New fluid system 2
I'm suddenly more inclined to get a macbook to use instead of linux, not entirely sure why, though really I should get one anyway as I don't currently have anything for compiling on OSX myself...
At any rate; nice work on the fluid system, this sounds much more logical for fluid mechanics and ...
At any rate; nice work on the fluid system, this sounds much more logical for fluid mechanics and ...
- Sat Nov 17, 2018 9:32 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 103436
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
Gonna' say, if you weren't going to release any time soon I would've suggested splitting the update, as holding the next update for another many months would very likely harm your retention rates, and in turn sales...
Good to hear you did just that, wish it were done a bit earlier, but you're doing ...
Good to hear you did just that, wish it were done a bit earlier, but you're doing ...
- Sat Oct 13, 2018 3:19 am
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 55853
Re: Friday Facts #264 - Texture streaming
Anyway, a GTX 1060 renders a game scene like this in 1080p in 1ms. That's fast, but it means in 4K it would take 4ms, 10ms on integrated GPUs, and more that a single frame worth of time (16.66ms) on old, non-gaming GPUs. No wonder, scenes heavy on smoke or trees can tank FPS, especially in 4K ...
- Mon Sep 24, 2018 1:05 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 50432
Re: Friday Facts #261 - Performance + New player interaction
I like the floating text, but as a old player I usually know why something isn't working, Please leave the option to keep the warnings in the bottom corner out of the way, I know to check there if I have questions but I know for newer players the floating text will help a lot! I personally would ...
- Sat Sep 22, 2018 11:45 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 50432
Re: Friday Facts #261 - Performance + New player interaction
I'd suggest altering the sleep timer to sleep for a shorter period of time, then run a spinlock on awake to time the next update more accurately. Using a spinlock waker also allows to pre-warm execution threads , as it takes time for the OS to wake them all up again.
Nice idea. But if not ...
- Sat Sep 22, 2018 2:07 am
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 50432
Re: Friday Facts #261 - Performance + New player interaction
Performance wise, as a low-level developer myself and one that's also had factorio on different systems, mobile intel CPUs often spike in and out of C state 0 to keep the power draw low, while maintaining a high clock speed. For the most part this doesn't affect the user that much, although in games ...
- Sat Sep 15, 2018 5:15 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 148568
Re: Friday Facts #260 - New fluid system
The 'speed and volume' is pretty much what I would use (or do actually, technically), myself, though the term 'speed' also refers to 'pressure', 'momentum' and 'flow', which are all essentially identical terms in this context. The things that would control the 'speed', and in turn make the pipes ...
- Sat Aug 25, 2018 11:44 pm
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 62241
Re: Friday Facts #257 - NPE/Campaign update
I'm definitely liking these changes, it makes much more sense for the rocket materials to be split out and put to use in various other places, among the general separation of nuclear etc. Of which in essence means you could get uranium processing, kovarex and ammo to use uranium in more classic ...
- Tue Aug 14, 2018 8:19 am
- Forum: Pending
- Topic: [0.16.51] Crash: "ElectricNetworkManager::update"
- Replies: 1
- Views: 1148
[0.16.51] Crash: "ElectricNetworkManager::update"
Log seems to point to the electric net at fault, of which I actually have a set of [vanilla] steam turbines that are set to run in a binary switching fashion as opposed to all-running-together, however this is performed at the steam level and not with breakers.
There are also however 3 individual ...
There are also however 3 individual ...
- Sun Jul 22, 2018 2:00 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 52732
Re: Friday Facts #252 - Sound design & Map editor
Flying bugs anyone...?
- Sun Jul 22, 2018 1:59 am
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 52732
Re: Friday Facts #252 - Sound design & Map editor
As someone that's played a lot of various war games, the artillery sound is a warm welcome. I do find it surprising though that you had two sets of methods for player and editor modes, most games go for the null-player route initially (which is also what I'd choose) which is very simple to implement ...
- Fri Jul 20, 2018 10:35 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 43343
Re: Friday Facts #251 - A Fistful of Frames
But that's generally not possible when batching, is it?
Only if you do separate batch queues/objects for each alpha stage, which is a pretty common method. With vulkan/compute however you can do some custom shenanigans depending on what you want, particularly if you make use of concurrent buffer ...
Only if you do separate batch queues/objects for each alpha stage, which is a pretty common method. With vulkan/compute however you can do some custom shenanigans depending on what you want, particularly if you make use of concurrent buffer ...
- Wed Jul 18, 2018 1:02 am
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 43343
Re: Friday Facts #251 - A Fistful of Frames
Now to upgrade the entire sprite system to openCL, and probably everything else eventually...
On a more serious note, has vulkan been considered as an even better latency and performance jump for modern hardware? particularly integrated GPUs and/or in laptops where less CPU use has a positive ...
On a more serious note, has vulkan been considered as an even better latency and performance jump for modern hardware? particularly integrated GPUs and/or in laptops where less CPU use has a positive ...
- Sat Jul 14, 2018 10:54 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 43343
Re: Friday Facts #251 - A Fistful of Frames
Now to upgrade the entire sprite system to openCL, and probably everything else eventually...
On a more serious note, has vulkan been considered as an even better latency and performance jump for modern hardware? particularly integrated GPUs and/or in laptops where less CPU use has a positive ...
On a more serious note, has vulkan been considered as an even better latency and performance jump for modern hardware? particularly integrated GPUs and/or in laptops where less CPU use has a positive ...
- Sat Feb 24, 2018 5:59 am
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 54294
Re: Friday Facts #231 - Belt compression & Crash log uploading
@Klonan You should try to collect at least the motherboard brand as well, preferably the chipset info too, as there's known issues with AM4 gigabyte and MSI boards that could be contributing to the render crash...
- Mon Feb 12, 2018 9:05 pm
- Forum: Not a bug
- Topic: [.15] Replays cannot be played due to creation version
- Replies: 3
- Views: 1739
Re: [.15] Replays cannot be played due to creation version
Which is a problem, because it means that replays virtually never work, unless you lock the game to a specific version and never update...