Search found 96 matches
- Thu Feb 06, 2020 12:56 am
- Forum: Not a bug
- Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
- Replies: 5
- Views: 2396
Re: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Ok, this may be a neat observation, but I don't see anything that is a bug I don't see why the game runs slower when it has focus versus when it does not. The reverse makes sense, this does not. In my particular case it's observable at extremely high values of UPS, but it may be observable at stand...
- Sat Feb 01, 2020 1:14 am
- Forum: Not a bug
- Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
- Replies: 5
- Views: 2396
Re: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Makes sense. Also added the log file.
Since the issue also occured in 0.17.79, I thought that'd help narrow down when the issue in question was introduced.
- Sat Feb 01, 2020 1:01 am
- Forum: Not a bug
- Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
- Replies: 5
- Views: 2396
Re: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
Something edited it out of my original subject line as posted, but this also occurs in 0.17.79.
- Sat Feb 01, 2020 12:58 am
- Forum: Not a bug
- Topic: [0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
- Replies: 5
- Views: 2396
[0.18.3] UPS and FPS fluctuations when changing focus between Factorio and something else
So I was updating one of my mods (TimeControl) for 0.18 and as a quick test I set it to run the game at 64x speed (i.e. /c game.speed=64). I immediately noticed some odd effects that I don't recall noticing in earlier versions of Factorio. In a brand new save : In-game, my reported UPS in fact hit n...
- Sun Apr 21, 2019 4:13 am
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 11819
Re: Easily tileable 7-segment display [0.17]
Not certain why the blueprint string didn't work, so here's a hopefully working link instead
- Sun Apr 21, 2019 12:43 am
- Forum: Combinator Creations
- Topic: Easily tileable 7-segment display [0.17]
- Replies: 7
- Views: 11819
Re: Easily tileable 7-segment display [0.17]
Here's an easily-tileable 11 segment display using far fewer combinators: This works by exploiting the fact that conditions on lamp can use "Anything = X" or "Everything != X" conditions, so the pair of constant combinators on the right specify a large set of values that -- when ...
- Sat Apr 20, 2019 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Joining a game with limited map download slots should show your position in the queue
- Replies: 1
- Views: 1086
Joining a game with limited map download slots should show your position in the queue
As commonly requested by participants of today's FactorioMMO Stress Test: While waiting for a free map download slot while joining a multiplayer game, there should be some indication of your current position in the queue. Perhaps the text could read "Position in queue: 36 out of 205" or si...
- Sat Apr 20, 2019 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Tiny QOL Improvement to map exchange strings
- Replies: 6
- Views: 2088
Re: Tiny QOL Improvement to map exchange strings
I meant in sense of the proposed QOL improvement presumably showing it, not as it currently stands.
- Sat Apr 20, 2019 9:01 pm
- Forum: Ideas and Suggestions
- Topic: Tiny QOL Improvement to map exchange strings
- Replies: 6
- Views: 2088
Re: Tiny QOL Improvement to map exchange strings
Sounds reasonable. But why show the map exchange string at all when there can be a "copy map exchange string" button instead of a "show MES" button. No one is going to write it down character by character manually anyways, seeing it is always followed by copying it. Showing it m...
- Sat Apr 20, 2019 8:19 pm
- Forum: Implemented mod requests
- Topic: A means of telling a client to connect to a different server
- Replies: 14
- Views: 6120
A means of telling a client to connect to a different server
Today's FactorioMMO stress test got me thinking on ways to handle truly massive scale multiplayer games with some degree of performance. One thought would be to have people split across multiple games with some form of sharing resources and chat between them. Some of this can already be done with ex...
- Sat Apr 20, 2019 1:11 am
- Forum: Ideas and Requests For Mods
- Topic: [0.17] Painless landfill
- Replies: 41
- Views: 9100
Re: [0.17] Painless landfill
But, the 0.17 implementation of landfill is clunky, mainly because you have to add landfill to the blueprint for it to work... Clunky. There is a mod that let's you add landfill to your older blueprints, but... you are still messing with the blueprints. BlueprintExtensions has had a rocky 0.4.x rel...
- Sat Apr 20, 2019 12:53 am
- Forum: Implemented mod requests
- Topic: Error logs should show version number.
- Replies: 7
- Views: 2158
Re: Error logs should show version number.
I'd also like to see this. I've one error report in particular where they only uploaded a partial factorio-current.log but it didn't have the first half which includes mod version numbers/etc. In that case, the issue was my mod relying on something added in 0.17.22 and them using it in an earlier ve...
- Fri Apr 19, 2019 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Tiny QOL Improvement to map exchange strings
- Replies: 6
- Views: 2088
Tiny QOL Improvement to map exchange strings
TL;DR: Map exchange strings should be automatically copied and pasted when the relevant functions are accessed. 99% of the time, if you are looking at the map exchange string for a map it is because you are going to copy it and paste it somewhere else. Currently (in 0.17), this requires two clicks (...
- Fri Apr 12, 2019 10:04 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 39781
Re: Friday Facts #290 - Rail building changes & High-res icons
on a side note, still waiting for the shift click build over water, hey robots can place landfill now, why can't they do with shift click method and also placing blueprints with shift click. Blueprint Extensions now has a "Add landfill to every tile of this blueprint that needs it" option...
- Fri Apr 05, 2019 7:21 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 64991
Re: Friday Facts #289 - Character GUI
So, 2 years ago I posted a request to have the GUI highlight matching items (and dim everything else out) when searching:
- Thu Mar 28, 2019 11:38 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
- Replies: 3
- Views: 1617
Re: LuaEntityPrototype::secondary_collision_box is not exposed.
Yup, I'm aware that priority prototype bounding boxes are relative to the origin and facing north. Transformed bounding boxes can be obtained from an entity directly, but I don't have a real entity available in this case. The transformation itself is not too difficult though, I already have code for...
- Thu Mar 28, 2019 10:13 pm
- Forum: Modding interface requests
- Topic: Event request: on_player_cursor_ghost_changed
- Replies: 3
- Views: 1446
Re: Event request: on_player_cursor_ghost_changed
Second this.
- Thu Mar 28, 2019 9:41 pm
- Forum: Implemented mod requests
- Topic: LuaEntityPrototype::secondary_collision_box is not exposed.
- Replies: 3
- Views: 1617
LuaEntityPrototype::secondary_collision_box is not exposed.
Some entities (i.e. curved rails) have a secondary collision box. While this can be accessed on an entity itself (LuaEntity::secondary_bounding_box), it can't be accessed on entity prototypes. I'm working on a feature to automatically add landfill to tiles that need it in a blueprint, so this is nee...
- Tue Mar 19, 2019 1:09 am
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8879
Re: There's a bug in the train's parking
After trying a bunch, I came up with something that sort of works but not entirely. So I'll post my write-up here and maybe it can serve as a foundation for someone else. Alright, here's a FIFO stacker. It took a bit longer than planned to complete since I had to resolve some issues where a train wo...
- Mon Mar 18, 2019 9:13 pm
- Forum: Not a bug
- Topic: There's a bug in the train's parking
- Replies: 30
- Views: 8879
Re: There's a bug in the train's parking
In the case of your parking bay, if you want a FIFO queue, wouldn't the easiest solution just be to use a long serial track as your parking instead of parallel ones? This has the drawback of extending travel time for a train that it wouldn't otherwise need when the queue is empty, and takes more sp...