Search found 22 matches

by luziferius
Sat Jul 06, 2019 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404
Replies: 1
Views: 276

[Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404

I tried to join a vanilla multiplayer game, while I had some mods enabled. When the Game restarted after the mod sync process, the MP lobby server somehow returned an HTTP 404 error, causing the restarted game instance to get stuck without a GUI. I expected the game to either throw me back into the ...
by luziferius
Wed May 08, 2019 1:12 pm
Forum: Ideas and Suggestions
Topic: GUI: Allow scrolling on closed drop down fields
Replies: 2
Views: 84

GUI: Allow scrolling on closed drop down fields

TL;DR Allow using the "scroll up" and "scroll down" action (typically mapped to the mouse wheel) on closed drop down fields to switch between entries. What? When the mouse is placed on a closed drop down field, allow using the mouse wheel to switch the currently selected item. Scroll up to select t...
by luziferius
Sun Apr 14, 2019 10:27 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.31] Mod portal GUI: Following dependencies does not work on first try
Replies: 1
Views: 540

[Rseding91] [0.17.31] Mod portal GUI: Following dependencies does not work on first try

(As you know) When opening a Mod with dependencies in the in-game Mod portal GUI, the GUI shows a button with a right arrow for each dependency. Those buttons can be used to open the respective mod in the GUI. I’ll call this button type “mod link button”. The bug report: The mod link button does not...
by luziferius
Sat Apr 13, 2019 7:49 pm
Forum: Technical Help
Topic: [SOLVED][0.17][Linux] FPS 3.3 with default settings on GeForce GT 630
Replies: 29
Views: 1095

Re: [0.17.27][Linux] FPS 3.3 with default settings on GeForce GT 630

Things you may want to try: Run nvidia-smi in a terminal window on your secondary display. A simple way is running watch nvidia-smi Using watch has the advantage over using the repeat function built into nvidia-smi, that it won’t scroll the output arbitrarily. This’ll tell you if it is exhausted VRA...
by luziferius
Sat Mar 23, 2019 8:10 pm
Forum: Ideas and Suggestions
Topic: Symbol for Deconstruction Planner "Items On Ground"
Replies: 3
Views: 231

Re: Symbol for Deconstruction Planner "Items On Ground"

Poliochi wrote:
Sat Mar 23, 2019 5:43 pm
"Item request slot" doesn't need an icon, and (unless I'm missing something) should be removed from the list of filter options.
I think this filter can be used to mass-remove modules or module requests (created when modules are included in blueprints) from buildings.
by luziferius
Tue Mar 19, 2019 10:05 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 5
Views: 182

Re: [Optimization] Improve map download netcode

It has been some years since I programmed mixed TCP/UDP, but I also recall there are issues with TCP sending more and more until it causes packet loss […] Yeah, thats the TCP congestion control algorithm (https://en.wikipedia.org/wiki/TCP_congestion_control). Many algorithms use packet loss as an i...
by luziferius
Tue Mar 19, 2019 3:58 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 5
Views: 182

Re: [Optimization] Improve map download netcode

Probably too small payload for each transmitted packet. 660K/1800 ~ 320 bytes of payload per packet, i'm not sure they even using TCP for bulk data transfer, and I think they should. Its actually 1300 packages/s incoming, and 1800 packages/s sent. While downloading maps, Factorio sends more package...
by luziferius
Tue Mar 12, 2019 1:06 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 5
Views: 182

[Optimization] Improve map download netcode

The network code used to download multiplayer maps can be optimized, resulting in generally faster map downloads. Here in Germany, many ISPs offer highly asymmetric DSL lines, like 16MBit/s down, 0.5MBit/s up. Because the factorio network code uses about 4 times the number of packages in upload dire...
by luziferius
Thu Mar 07, 2019 7:43 pm
Forum: Not a bug
Topic: [0.17.8] [GUI] Confirmation buttons are ultra wide
Replies: 2
Views: 122

Re: [0.17.8] [GUI] Confirmation buttons are ultra wide

I think this is intentional. At least the early mock-ups, like shown in https://www.factorio.com/blog/post/fff-246, already show those wide buttons. But under some circumstances, the text on other buttons gets truncated, while the large green button grabs most of the horizontal space available. This...
by luziferius
Fri Sep 07, 2018 8:38 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 13883

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

There are quite some different keyboard layouts out there … The scan code based approach looks reasonable. I use the german »neo2« layout, so my keyboard looks like this: http://neo-layout.org/grafik/druckvorlage/neo-druckvorlage.png (Ignore the bottom row. The image is a low resolution render of a ...
by luziferius
Wed Mar 28, 2018 7:08 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 894

Re: [0.16.35] Factorio deadlocks ingame, SP, no mods

I hope that this will resolve itself when the renderer rewrite hits in 0.17. When only render deadlocks, then the game should therefore continue doing autosaves. Since that stopped (huge time diff in log without saves), I conclude it was the prepare step. If this happens again, would a full memory d...
by luziferius
Tue Mar 27, 2018 11:25 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 894

Re: [0.16.35] Factorio deadlocks ingame, SP, no mods

This does not happen often and I have not found any reproduction steps. The steam version runs fine for days worth of play time, so its not that I can't play because of this. I thougth about it a bit more: It might be a lock in the graphics driver caused by some weird interactions between Factorio, ...
by luziferius
Tue Mar 27, 2018 10:21 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 894

[0.16.35] Factorio deadlocks ingame, SP, no mods

Well, This might be 1/0 magic… I got a deadlock. Rendering stops. Simulation stops (CPU load drops to 13% of a single core.). Autosaves stop being saved. It now happened the second time, the first time was several versions ago, but I don’t remember which 0.16.x version that was. After I got the dead...
by luziferius
Mon Mar 12, 2018 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.16.29] Corrupted graphics - SOLVED
Replies: 19
Views: 3578

Re: [0.16.29] Corrupted graphics

Currently, all logs are from the windows version. GPU vendor is mixed (AMD, NVidia). Maybe try to force the game to use the OpenGL renderer to see if this is specific to the Direct3D renderer: Open config\config.ini in the user data directory (https://wiki.factorio.com/Application_directory) Then en...
by luziferius
Thu Mar 01, 2018 11:32 pm
Forum: Translations
Topic: German localization discussion
Replies: 112
Views: 50381

Drain, idle consumption

Der Großteil der elektrische Energie verbrauchenden Maschinen hat einen Leerlaufverbrauch (»Drain« in der englischen Version). In der derzeitigen Übersetzung sind im Infofenster am linken Rand zwei Zeilen: ----- Energieverbrauch: <x> kW Verbrauch: <y> kW Elektrizität: [----<Anzeigebalken>---] ------...
by luziferius
Sun Feb 18, 2018 3:27 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable
Replies: 2
Views: 2850

Re: [Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable

Thank you!
This is one of those tiny little things towards perfection.
It just looked like it was forgotten unintentionally when the feature was introduced, therefore got a bug report. :D
by luziferius
Fri Feb 16, 2018 11:44 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable
Replies: 2
Views: 2850

[Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable

Hi, In 0.16.21, you added: Gui The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons. But it seems you forgot to add the same for the blacklist/whitelist switch in the Deconstruction Planner. Maybe use your IDEs »search usage« functionality on the s...
by luziferius
Wed Feb 07, 2018 11:57 am
Forum: Duplicates
Topic: [0.16.22] Able to squeak through connected storage tanks
Replies: 1
Views: 206

[0.16.22] Able to squeak through connected storage tanks

I noticed that I am able to squeak through directly connected storage tanks sometimes. It is not deterministically reproducible, because it depends on user input. If the player is in the correct position (like in the attached save), it is 100% reproducible. I got to this state 4 or 5 times while fid...
by luziferius
Sat Dec 23, 2017 4:21 pm
Forum: Duplicates
Topic: [0.16.7] Trains: insta-full-stop if dest. is in other direc.
Replies: 3
Views: 355

Re: [0.16.7] Trains: insta-full-stop if dest. is in other direc.

This is kind of different from mining a train stop which is the next stop on a schedule. If the train moves backwards , is switched to automatic mode and the pathfinder finds a path from the current position to the destination leading in the opposite direction, it can always do a normal break stop, ...
by luziferius
Thu Dec 21, 2017 10:16 pm
Forum: Duplicates
Topic: [0.16.7] Trains: insta-full-stop if dest. is in other direc.
Replies: 3
Views: 355

[0.16.7] Trains: insta-full-stop if dest. is in other direc.

Observed behaviour: If you currently drive a two-headed train (or a single-headed train backwards) in manual mode and switch on automatic mode, the train instantly drops to zero speed if the new destination is in the opposite direction. Expected behaviour: The train should decelerate/break regularly...

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