Search found 478 matches
- Wed Jan 27, 2021 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Consistent "No stops with that name" message
- Replies: 0
- Views: 818
Consistent "No stops with that name" message
When a train schedule has a station in it that doesn't exist, the game can show it in three different ways to the user. I think it makes more sense if the message(and error symbol) was consistent instead of depending on train state or which window you are looking at. By error symbol i am refering to...
- Sun Jun 21, 2020 9:30 am
- Forum: Ideas and Suggestions
- Topic: Train overview should show warning on missing stations
- Replies: 3
- Views: 1605
Re: Train overview should show missing stations
Do you mean with “missing” stations, such stations that don’t have any train as scheduled target? With missing i mean when a station doesn't exist anymore. The information is already available by clicking on a train as seen in this image. missing_station.png I would like this visual warning to also...
- Sat Jun 20, 2020 3:40 am
- Forum: Ideas and Suggestions
- Topic: Train overview should show warning on missing stations
- Replies: 3
- Views: 1605
Train overview should show warning on missing stations
In the train overview window you can currently see which stations a train is going to and whether any of those stations are enabled/disabled. I would like to propose that the train overview window shows th same waning as the train window does. Currently this warning is only available in the train wi...
- Wed Feb 19, 2020 11:49 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 438
- Views: 220999
Re: Multithreaded performance
But that's what the devs are claiming. That the memory bandwidth simply isn't there to make multiple threads useful. And this pretty clearly proves them wrong. It seems to be more a problem with latency. That's where threads and hyper threads would really help. Don't think they ever said that. I do...
- Sun Jan 05, 2020 1:40 am
- Forum: Implemented Suggestions
- Topic: Train Station dots should show whether the station is enabled
- Replies: 12
- Views: 4994
Train Station dots should show whether the station is enabled
When a station is disabled the stations name changes color to red as seens in the image below. with names.PNG I usually play without station names as they clutter the screen. Unfortunately that also means i can't see if a station is disabled or not. without names.PNG I propose that the little train ...
- Mon Jun 03, 2019 1:24 am
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 11387
Re: Fixing data stage spam
Maybe write log() to another file(like factorio-current-mods.log) when the game is running and when the game closes/crashes add the log file to the end of the factorio-current.log file. That way the log is still part of the factorio-current.log file but you don't have to look at it unless you scroll...
- Fri Apr 19, 2019 7:15 pm
- Forum: Modding help
- Topic: Tile age
- Replies: 6
- Views: 2353
Re: Tile age
According to this stackoverflow question tables shouldn't be used as keys in another table. The issue is that two identical tables won't return the same value if used as a key. One solution to this problem is to convert the tables content into a string and then use the string as a key. So for a tile...
- Fri Mar 29, 2019 5:18 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 40944
Re: Version 0.17.23
Modding Non-upgrade technologies are now considered to be level 1; previously they were level 0. Oh god why don't you just enable modding in another language next to lua? This is getting ridiculous. Every mod is running in a separate lua instance. How hard would it be to run lua and ... say Javascr...
- Sun Mar 03, 2019 8:07 pm
- Forum: Ideas and Requests For Mods
- Topic: Messing around with Shader files. Ghost entities?
- Replies: 7
- Views: 3348
Re: Messing around with Shader files. Ghost entities?
Took a while but i figured out how to change the shader so ghosts looks like normal entities. Here is how to do it. Go into the shader called sprite-ycocg.frag. You can open the file as any other text file. Change line 28 from fragColor = YCoCgToRGB(param, param_1) * vTint; to fragColor = YCoCgToRGB...
- Tue Feb 26, 2019 5:19 pm
- Forum: Releases
- Topic: Version 0.17.0
- Replies: 162
- Views: 253806
Re: Version 0.17.0
It's finally here!
- Thu Dec 13, 2018 12:51 pm
- Forum: General discussion
- Topic: Refresh my memory
- Replies: 3
- Views: 2810
Re: Refresh my memory
They talk about the assembly machine restrictions removal here https://www.factorio.com/blog/post/fff-266 Assembling machine ingredient limit removal The idea behind this mechanic was that better assembling machines can use more complex recipes. But the reality is, that there is not really a clear c...
- Thu Dec 13, 2018 10:46 am
- Forum: Modding help
- Topic: Question concerning: Electricity
- Replies: 2
- Views: 1635
Re: Question concerning: Electricity
Sadly that's not possible. Same with robot networks.
- Thu Dec 13, 2018 10:44 am
- Forum: Ideas and Suggestions
- Topic: Better compression for savegames
- Replies: 15
- Views: 7095
Re: Better compression for savegames
Apparently you can se the compression level in the config file https://forums.factorio.com/viewtopic.php?f=6&t=56287&p=331759&hilit=compression+7zip#p331759 I added support to set the compression level for autosaves and for multiplayer peer joining in the config for the next version of 0...
- Tue Dec 11, 2018 9:28 am
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 55008
Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector
The real question is, whether parts of the logic could be moved to the GPU to profit from its typically lower memory latency (for some obscure reason, GPUs tend to always be one step ahead when it comes to RAM). Very unlikely. The CPU is moving small amount of data in an unpredictable pattern (well...
- Sun Dec 02, 2018 12:43 pm
- Forum: Modding help
- Topic: Need help
- Replies: 3
- Views: 1859
Re: Need help
Your item prototype has a typo in it. You call the function buit it should be
Code: Select all
data.extend
Code: Select all
data:extend
- Sat Nov 17, 2018 4:46 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 91256
Re: This game sucks and you are bad devs.
Not sure if you are trolling but here goes. I assume you are angry because there hasn't been any updates for a while. Here is a list of all the things that has been added to factorio over the last four years. New terrain generation Belt-optimizations Artillery train General update optimizations Allo...
- Fri Nov 16, 2018 5:05 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 91256
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
I remember when 0.12 was supposed to be the final release.
The quality of the game just keeps increasing so i can't complain
The quality of the game just keeps increasing so i can't complain
- Thu Sep 13, 2018 5:33 am
- Forum: This Forum
- Topic: Forum update to phpBB 3.2
- Replies: 120
- Views: 50606
Re: Today's forum skin update
To begin with i disliked the redesign. Not because it looked bad(it looks great) but because it moved functionality away from me. I now had to click twice to get to the "Your posts" or "New posts" link which was very annoying. With those links being added back again i really can'...
- Wed Jul 11, 2018 8:39 pm
- Forum: Gameplay Help
- Topic: regenerate map without "cheating..."?
- Replies: 15
- Views: 9120
Re: regenerate map without "cheating..."?
Yes it's possible to change the richness without losing all archivements. It's still cheating though :) Can't give the most specific steps to do it right now but it's something like this. Go to the location of your save file Unpack/extract/unzip your savefile. In you unpakced savefile open control.l...
- Tue May 29, 2018 7:03 pm
- Forum: Modding interface requests
- Topic: [Meta] Unify naming between data and control stage.
- Replies: 14
- Views: 4920
Re: [Meta] Unify naming between data and control stage.
We aren't likely to change any of the names at this point in development as it would break too many mods compared to the benefit it gave. you change names of variables between major mod versions all the time, why would this be different from 0.16 to 0.17? No we don't. Yes you do. Changed "on_p...