Search found 92 matches
- Sat Mar 02, 2019 8:54 pm
- Forum: Duplicates
- Topic: [0.17.4][Linux-Intel] Color shift artifacting when walking around using half-depth color
- Replies: 1
- Views: 1039
[0.17.4][Linux-Intel] Color shift artifacting when walking around using half-depth color
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile
OpenGL core profile version string: 4.2 (Core Profile) Mesa 18.0.5
Shortly after zooming out to max zoom:
20190302144619_1.jpg
After walking in circles a little bit ...
- Fri Mar 01, 2019 4:15 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 48206
Re: [0.17.1] intro too hard
The "cost" per biter sent to attack you is scaled with the %progress of the Logistic pack technology. It starts that you need ~2% of your factory output(by pollution) dedicated to making bullets (calculated from the most polluting method)
At 90% research completion it hits 100% production, so the ...
- Thu Feb 28, 2019 9:06 pm
- Forum: 1 / 0 magic
- Topic: [0.16.3][Linux] Video hang on game exit
- Replies: 26
- Views: 11994
Re: [0.16.3][Linux] Video hang on game exit
I've played on a desktop 660Ti, 760, 1070 and now 1080Ti on numerous binary driver versions and had no issues. This is probably hybrid graphics related. My only laptop is an Intel-only model so I can't do meaningful testing myself.
- Thu Feb 28, 2019 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3] Progress bar disappears if window is resized while game is loading
- Replies: 1
- Views: 2581
[0.17.3] Progress bar disappears if window is resized while game is loading
I have the game set to windowed and then maximize it so I have the Gnome Shell bar at the top, showing me date/time/weather and tray icons etc. The game doesn't remember window size and position (up to you whether that's a bug), but when I maximize it while still on the initial loading screen, the ...
- Thu Feb 28, 2019 8:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Scripted screenshot text is scaled to UI scale, causing layout issues
- Replies: 1
- Views: 2409
[0.17.1] Scripted screenshot text is scaled to UI scale, causing layout issues
I have a 4K monitor, and as such the game automatically set UI scale to 200%. It looks like this impacts the font size used in script-created screenshots, but does not change the position of the text accordingly, resulting in overlap.
- Thu Feb 28, 2019 12:10 am
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 48206
Re: [0.17.1] intro too hard
My expectation is that like many people, you were expecting a tutorial and played very lazy (compared to your regular level of play). Its ok, I see it a lot. Actually it means it would have been easier for you because the attacks are based on pollution, and after automating Circuits many players ...
- Fri Feb 22, 2019 7:06 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 200442
Re: Friday Facts #283 - Prepare to Launch
Indeed, first time I saw a silo during nightfall I was kinda wowed.henke37 wrote: Fri Feb 22, 2019 6:44 pm I'm going to miss the spotlight on the rocket silo, I really liked that one.
It'd be neat to have spotlights added to the new silo, so the rocket is a shining obelisk in the dark.
- Sat Feb 16, 2019 5:18 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 109462
Re: Friday Facts #282 - 0.17 in sight
I've always wondered, when you do this, how do you get your first power pole?
- Sat Feb 09, 2019 2:17 am
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 54386
Re: Friday Facts #281 - For a Few Frames More
So what about Linux/UNIX OS optimization? It is similar to Windows and iOS?
Factorio doesn't have an iOS version... I assume you mean OSX? Which is under the Unix umbrella, specifically in the BSD family as a proprietary variant of Darwin, but I digress.
In today's FFF, they wrote off BC7 as ...
- Sat Feb 09, 2019 1:47 am
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 54386
Re: Friday Facts #281 - For a Few Frames More
ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
We'd need ARM binaries first. I strongly suspect Wube has resorted to inline assembly numerous times, so this would be a substantial undertaking for hardware that would have a ...
- Thu Jan 03, 2019 9:53 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 50079
Re: Did no one else notice massive nerf of tank in 0.17?
Making it push biters in addition to damaging them would also greatly help.
This is probably the best solution to make the tank worthwhile. On foot, biters can mob you and pin you down. If the tank could oneshot anything for the sake of keeping moving that'd be entirely too OP. But if instead ...
- Fri Dec 28, 2018 10:53 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 221398
Re: Friday Facts #275 - 0.17 Science changes
But I do not like the Idea of having all 6 ingredients slots free in assembling machine.
In the FFF that brought it up, pretty much the entire community spoke out against it and Wube seemed to simply ignore the outcry. It's definitely a strange outlier for a team that's at least been ...
- Fri Dec 28, 2018 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 49680
Charging armor batteries from an electric network
I'm sure this has been brought up multiple times before, but has it been discussed from a balance perspective?
Even with all the changes over the past few major versions to make modular and MK1 armor more interesting and viable, I find myself not bothering until MK2. I expect 0.17 to be more of the ...
Even with all the changes over the past few major versions to make modular and MK1 armor more interesting and viable, I find myself not bothering until MK2. I expect 0.17 to be more of the ...
- Sat Dec 22, 2018 10:14 am
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 93528
Re: Friday Facts #274 - New fluid system 2
I'd say that you shouldn't prevent placing things that already know what specific fluid they should be sending or receiving i.e. offshore pumps, steam engines/turbines, anything that takes a recipe. It's straightforward enough to say "this fluid system does not match this input/output so this ...
- Thu Nov 29, 2018 9:01 pm
- Forum: Balancing
- Topic: Research changes
- Replies: 7
- Views: 4941
Research changes
This takes into consideration changes that were stated to be happening in FFF.
Eliminate Automation 1
Instead, give the basic assembler recipe to the player at the start of the game.
Being forced to hand-craft 10 red science in a game that is so heavily focused on automation strikes me as more ...
Eliminate Automation 1
Instead, give the basic assembler recipe to the player at the start of the game.
Being forced to hand-craft 10 red science in a game that is so heavily focused on automation strikes me as more ...
- Thu Nov 29, 2018 8:07 pm
- Forum: General discussion
- Topic: Rocket Fuel or Nuclear Fuel for trains?
- Replies: 18
- Views: 35225
Re: Rocket Fuel or Nuclear Fuel for trains?
Use nuclear fuel except in extreme situations where 4.84GJ isn't enough for the train to make it to the next refueling station. Much more oil-efficient and with Kovarex enrichment you'll have U-235 coming out of your ears. Remember, you can always crack light oil to petrogas, and you never have ...
- Wed Jan 24, 2018 12:09 am
- Forum: Combinator Creations
- Topic: Fuel Conserving Nuclear Power Setup
- Replies: 9
- Views: 8885
Re: Fuel Conserving Nuclear Power Setup
Challenge: Design a 2xN nuclear reactor with the minimum number of heat exchangers. It must never waste fuel.
Way simpler than it sounds. For 2x1 and 2x2, lay out a grid of 33 or 193 heat pipes next to each reactor respectively. For 2x3 up to ~2x16, put 193 heat pipes next to the end four ...
Way simpler than it sounds. For 2x1 and 2x2, lay out a grid of 33 or 193 heat pipes next to each reactor respectively. For 2x3 up to ~2x16, put 193 heat pipes next to the end four ...
- Tue Jan 23, 2018 9:58 am
- Forum: Combinator Creations
- Topic: Fuel Conserving Nuclear Power Setup
- Replies: 9
- Views: 8885
Re: Fuel Conserving Nuclear Power Setup
I took a similar, but simpler approach, using a clock (combinator clock) to count out how long it takes a fuel cell to burn, and combining that with a "steam low" signal to control the fuel inserters. If the reactors aren't active, the circuit network is dormant; in addition, the reaction to low ...
- Tue Jan 23, 2018 3:45 am
- Forum: Gameplay Help
- Topic: Mega steam engine setup in .16
- Replies: 10
- Views: 7026
Re: Mega steam engine setup in .16
Out of curiosity, why not nuclear?
- Tue Jan 23, 2018 3:44 am
- Forum: Duplicates
- Topic: [0.16.17] Game won't start, not creating new log file
- Replies: 4
- Views: 2481
Re: [0.16.17] Game won't start, not creating new log file
Seeing the same issue. Running Steam and Factorio from a console, something jumped out at me:
/home/roothorick/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory
Someone ...
/home/roothorick/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: error while loading shared libraries: libsteam_api.so: cannot open shared object file: No such file or directory
Someone ...