Search found 33 matches
- Sat Oct 20, 2018 3:25 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 53739
Re: Friday Facts #265 - Nomenclature & Steam networking
At some level, part of the confusion is that some of these terms overlap. For example, I place machines from my inventory. Machines get into my inventory when I build them by hand or collect them from chests. When I'm setting up furnaces to handle my belt of ore, I am constructing a smelter. Constru...
- Fri May 18, 2018 11:46 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 58963
Re: Friday Facts #243 - New GUI tileset
You mention testing for non-Latin character sets. Does that include right-to-left languages? One of the interesting things I've learned over time about localization is that the direction and position of forward and back arrows are also reversed. That means that confirm button would be on the left si...
- Sat Apr 14, 2018 6:58 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55199
Re: Friday Facts #238 - The GUI update (Part II)
While reading the part about how you expect confirmation buttons to be in the bottom right, it occurred to me that might not be universal. Do right-to-left languages normally but those buttons in the bottom left? IIRC, RTL languages are a common stumbling block for UI designs. Not only does text flo...
- Sat Apr 14, 2018 6:48 am
- Forum: Modding interface requests
- Topic: entities that only collide with each other
- Replies: 7
- Views: 3714
Re: entities that only collide with each other
I've often thought that doing something like this with logistic bots would be a way to balance them. It would stop bots from being used to convey huge amounts of material between two points without impacting the ability to use bots in roles they are more uniquely suited for.
- Thu Apr 12, 2018 4:29 am
- Forum: Gameplay Help
- Topic: Day, night, solar, and accumulators in pictures
- Replies: 0
- Views: 2579
Day, night, solar, and accumulators in pictures
If you want a denser, mathematical approach to this topic, you should check out this post . Factorio has a day/night cycle that controls how much power your solar panels produce. For 50% of the day, your solar panels produce full power. For the next 20% of the day, the power produced linearly decrea...
- Fri Mar 23, 2018 11:06 pm
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 52125
Re: Friday Facts #235 - 0.16 stable
If you are using the Microsoft debuggers, one of the standard extensions is useful here: https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/-chkimg Any time I see a crash in which the disassembly is suspect, I use !chkimg to find out if anything differs from the executable. This exte...
- Mon Dec 18, 2017 10:03 pm
- Forum: Not a bug
- Topic: [0.16.6] No polution on New Hope 04
- Replies: 1
- Views: 1095
[0.16.6] No polution on New Hope 04
I was playing through the campaign levels on 0.16 and discovered that in the final level there is no pollution. That resulted in me having no biter attacks. At first I thought it was just because I'd cleared the nearest bases as the first thing in the level, but then I looked at the pollution overla...
- Fri May 12, 2017 1:23 am
- Forum: General discussion
- Topic: When you're making a factory, where do things most commonly go into grinding halt for you?
- Replies: 17
- Views: 5717
Re: When you're making a factory, where do things most commonly go into grinding halt for you?
I normally run into a bottleneck with the amount of stuff I'm doing manually. I start off with some cluster of assemblers building something for me, probably science packs. I'm still at the point where I've got burner mining drills feeding straight into furnaces, so I'm picking plates up from the fu...
- Sat May 06, 2017 6:45 am
- Forum: Duplicates
- Topic: Unplayable maps
- Replies: 2
- Views: 1783
Re: Unplayable maps
From the thread https://forums.factorio.com/viewtopic.php?f=7&t=38894 , number 3 is the island spawn. In short, the amount of dev work that would be needed to fix this is non-trivial. It's not so simple as just spawning the player elsewhere. The origin point also factors into other map generatio...
- Fri May 05, 2017 3:07 am
- Forum: Technical Help
- Topic: [0.15.4] can't catch up 16% cpu usage
- Replies: 21
- Views: 8843
Re: [0.15.4] can't catch up 16% cpu usage
Generally a thread should not be jumping around from one core to the next. Performance of a modern CPU depends very heavily on the caching of relevant code and data in the processor's L2 cache. For this reason the operating system's scheduler should try to keep a running thread on the same core as e...
- Fri May 05, 2017 2:34 am
- Forum: General discussion
- Topic: Biters seem MUCH easier in 0.15?
- Replies: 25
- Views: 9622
Re: Biters seem MUCH easier in 0.15?
My experience with my 0.15 start is that biters are far harder than in my last game. A big part of that is that, as already mentioned, a desert start means no trees stopping pollution from spreading. The biggest factor, however, is the same for me as for Aeternus. On the rail preset the biters do no...
- Wed May 03, 2017 2:55 am
- Forum: Gameplay Help
- Topic: Boiler \ coal ratio with 0.15
- Replies: 17
- Views: 20209
Re: Boiler \ coal ratio with 0.15
That 50% efficiency number always throws people off. Each boiler consumes 1.8MW of energy, and produces 900kW of energy. That's where the 50% comes in. The steam engines themselves are 100% efficient, and produce 900kW each. So, 1:1 ratio. 20 boilers require 36 MW of coal, or 8.6 miners. Here is a ...
- Tue May 02, 2017 3:26 am
- Forum: Gameplay Help
- Topic: Boiler \ coal ratio with 0.15
- Replies: 17
- Views: 20209
Re: Boiler \ coal ratio with 0.15
Gah, you're right. I suck at math. 1 pump, 20 boilers, 40 steam engines. Storage tanks can still be used to store steam for short term fuel issues (or an extra steam engine for short term extra production). And you need just under 35 Mining Drills on coal production to fuel that array. (34 and 2/3r...
- Fri Apr 28, 2017 4:14 am
- Forum: Gameplay Help
- Topic: Boiler \ coal ratio with 0.15
- Replies: 17
- Views: 20209
Re: Boiler \ coal ratio with 0.15
Basically this, but the power of a steam engine if 900, not 910 so the boiler is 3.6 MW and not 3.64. The erroneous 10kW came from confusion with the old steam engine value that was 510 IIRC. I've already reported the bug that the 1.8MW tooltip on the boilers is wrong and does not account for the 50...
- Wed Apr 26, 2017 2:50 am
- Forum: Technical Help
- Topic: After exit, cannot load secure webpages (https) until reboot
- Replies: 13
- Views: 5135
Re: After exit, cannot load secure webpages (https) until reboot
I went and talked to a TLS subject matter expert today about this problem. What I found out is that Chrome and Firefox have their own HTTP and TLS stacks and do not use the Windows ones that IE and Edge use. That means that a bug impacting all browsers cannot be in the actual HTTPS code itself. All ...
- Tue Apr 25, 2017 6:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1]Boiler displays wrong power consumption
- Replies: 2
- Views: 2941
[0.15.1]Boiler displays wrong power consumption
The tooltip for a boiler tells me that it is 50% efficient and consumes 1.8MW when in fact it produces 1.8MW and consumes 3.6MW A single boiler produces enough steam to power 2 steam engines producing 1.8 MWe, and it will consume 40 coal @ 8MJ each in just under 90 seconds which confirms the 3.6 MWt...
- Mon Apr 24, 2017 2:34 am
- Forum: Technical Help
- Topic: After exit, cannot load secure webpages (https) until reboot
- Replies: 13
- Views: 5135
Re: After exit, cannot load secure webpages (https) until reboot
A few more questions I thought of: What is the exact error you get when trying to access https pages? Are you playing the game via Steam? The Steam overlay has a browser which could potentially be a vector between the game and browser behavior. Can you still reproduce the problem if you disable the ...
- Mon Apr 24, 2017 1:41 am
- Forum: Ideas and Requests For Mods
- Topic: Funneling biters...
- Replies: 1
- Views: 1040
Re: Funneling biters...
I think you would trivialize defense too much by doing this. Today as I expand my base, I have to grow my defenses as well. If biters could be made only to attack certain points instead, then once those kill zones exist I could expand my perimeter walls as much as I wanted without having to defend t...
- Mon Apr 24, 2017 1:21 am
- Forum: Technical Help
- Topic: After exit, cannot load secure webpages (https) until reboot
- Replies: 13
- Views: 5135
Re: After exit, cannot load secure webpages (https) until reboot
Can you provide some more details? What operating system are you running? What browser are you using? Can you still access HTTPS using a different browser? Are you playing the game multiplayer or singleplayer when this happens? The game should certainly not be changing any sort of global game state....
- Mon Apr 24, 2017 1:03 am
- Forum: General discussion
- Topic: 100% Achievement Speedrun (19h 50m)
- Replies: 2
- Views: 3692
Re: 100% Achievement Speedrun (19h 50m)
How long in real time did it take you to do this? I assume that record attempts don't allow save/load, but do allow pausing. Also, make sure to bug report the broken replay. Anything that breaks a replay probably also causes multiplayer desyncs since it means that two parties are not producing the s...