Search found 2352 matches
- Wed Nov 18, 2020 7:34 pm
- Forum: Technical Help
- Topic: What's the use of RCON ?
- Replies: 4
- Views: 2190
Re: What's the use of RCON ?
RCON is used to allow the server to communicate and send commands to the game - for example, some servers will send chat between an external service (eg. Discord) and the server; it can also allow for communication between servers and a variety of other things.
- Wed Nov 18, 2020 12:19 am
- Forum: Technical Help
- Topic: Lag in Big Sur
- Replies: 32
- Views: 10675
Re: Lag in Big Sur
One of you could try posting the information from here and someone could take a look; it might be a bit of a long shot, but it could be interesting.
- Tue Nov 17, 2020 5:18 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 31389
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.
holy cow, it's so crazy that you can't see what's happening here is happening on both sides. you keep ignoring really good advice and suggestions and ways that you can just ignore this or never run into it, No you're not ignoring the solutions? so what are you asking for it to be changed for? sound...
- Tue Nov 17, 2020 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 8405
Re: Combination of Crafting and Logistics Menu
It's an interesting suggestion, but I don't think it would bring much appreciable benefit. It seems rather cluttered to me (not elegant), and in my use they serve very different purposes: crafting covers most of the early game and becomes an as-needed later on, while logistics is for things that I n...
- Tue Nov 17, 2020 5:02 pm
- Forum: Outdated/Not implemented
- Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
- Replies: 113
- Views: 31389
Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa
...they were all the same bad arguments that, when pressed, quickly fell apart. I'm sorry but attempting to objectively judge the quality of the arguments of the person you're arguing discussing with is generally a futile exercise. Edit/follow-up: Bonus points for removing the inflammatory part tha...
- Thu Nov 12, 2020 10:10 pm
- Forum: Fan Art
- Topic: making motion-design video on Factorio
- Replies: 7
- Views: 6480
Re: making motion-design video on Factorio
The video isn't done.AmericanPatriot wrote: ↑Thu Nov 12, 2020 9:43 pmThese are pictures, not a video. Am I missing something?
- Tue Nov 10, 2020 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
- Replies: 68
- Views: 17055
Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
I think I get the general idea, but can someone succinctly say what's inconsistent about this? Every other entity in the game works slower when not receiving full power; combinators do the exact same thing.
- Tue Nov 10, 2020 6:46 am
- Forum: General discussion
- Topic: Would it be wise to not play Factorio on Steam?
- Replies: 3
- Views: 1838
Re: Would it be wise to not play Factorio on Steam?
Would it be wise for me to not play Factorio on Steam, but instead, playing Factorio in standalone? There isn't a huge difference, the benefits of the standalone are playing with multiple installations, multiple large mod sets, or a fixed (old) version. If you don't buy through Steam, the devs also...
- Mon Nov 09, 2020 9:36 pm
- Forum: General discussion
- Topic: Performance while running the game on Android phone
- Replies: 11
- Views: 10202
Re: Performance while running the game on Android phone
Fair point, there are a decent handful with source access. I'm not sure to what extent there are issues compiling/getting it to run, I seem to think that most of the hesitancy was desyncs/not wanting to support it, which wouldn't inhibit at least trying it. I'm not recalling anything about graphics ...
- Mon Nov 09, 2020 8:20 pm
- Forum: General discussion
- Topic: Performance while running the game on Android phone
- Replies: 11
- Views: 10202
Re: Performance while running the game on Android phone
I mean, at this rate it might be almost playable emulated on ARM in a few years. Under half the startup time and 11.6 UPS higher than a Raspberry Pi 5 years ago ( ref ). I wonder when we'll break the 0 FPS ceiling. I'm curious how it would perform compiled natively for ARM linux, but I doubt we'll b...
- Sun Nov 08, 2020 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 139
- Views: 46582
- Sun Nov 08, 2020 3:37 am
- Forum: Duplicates
- Topic: [1.0.0] Ghost collision boxes do not match placed collision boxes
- Replies: 1
- Views: 766
Re: [1.0.0] Ghost collision boxes do not match placed collision boxes
I know this is a wontfix/dupe of something, the closest I can find is 67312
- Sat Nov 07, 2020 6:31 pm
- Forum: General discussion
- Topic: Help! We are running out of bug reports!
- Replies: 13
- Views: 5769
Re: Help! We are running out of bug reports!
there are lots of "wont fix" and "minor issues" they can work on. I have a feeling they might not fix the "won't fix" ones. (Then again, history has shown that that can change if you complain enough. Sometimes.) I have a feeling that we'll be back down to 0 new ones op...
- Fri Nov 06, 2020 7:57 pm
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 93360
Re: CPU performance benchmarks
Maybe I'm misinterpreting your interpretation, but I consider the 5000 series quite promising - the 5600X looks like it's getting roughly comparable performance with the 9900K, so with slightly higher clocks (and maybe a slight bump due to more cores) the 5800X and 5900X could be quite promising.
- Wed Oct 28, 2020 2:30 am
- Forum: Minor issues
- Topic: [1.0.0] Marked 'alpha' release
- Replies: 3
- Views: 1954
- Sun Oct 25, 2020 6:01 pm
- Forum: Ideas and Suggestions
- Topic: [1.0.0] Handle negative progress catching up
- Replies: 6
- Views: 1723
Re: [1.0.0] Handle negative progress catching up
That is not what the suggetion is for, the idea is for the game automatically handling it (at least notifying the user of it) in some way. Do you think the suggestion is that anytime the catching up progress goes down, it should be abandoned as a lost cause? I thought it was for an option to quit i...
- Sun Oct 25, 2020 5:58 pm
- Forum: Implemented Suggestions
- Topic: Reordering of train stops in schedule
- Replies: 11
- Views: 9763
Re: Reordering of train stops in schedule
I'm not sure, but at minimum you'd have to include user_id (as I've done above, so you can tell me if this gives you a notification). You can do eg. and that works fine, so I heavily doubt that the username alone would be enough. (You can also see this in that it doesn't link the user in that case....
- Sun Oct 25, 2020 5:54 pm
- Forum: Ideas and Suggestions
- Topic: [1.0.0] Handle negative progress catching up
- Replies: 6
- Views: 1723
Re: [1.0.0] Handle negative progress catching up
That is not what the suggetion is for, the idea is for the game automatically handling it (at least notifying the user of it) in some way.AmericanPatriot wrote: ↑Sun Oct 25, 2020 5:34 pmI’m pretty sure you can press escape and then quit game to exit the joining process.
This should probably be moved to implemented.
- Sat Oct 24, 2020 3:34 am
- Forum: General discussion
- Topic: Help! We are running out of bug reports!
- Replies: 13
- Views: 5769
Re: Help! We are running out of bug reports!
Or they might actually release 1.1
I've noticed that in the last major release or two that's been a theme in the couple weeks before a release - although keep in mind that at least some of the "assigned" ones have to be, you know, finished.
I've noticed that in the last major release or two that's been a theme in the couple weeks before a release - although keep in mind that at least some of the "assigned" ones have to be, you know, finished.
- Tue Oct 20, 2020 9:17 pm
- Forum: Wiki Talk
- Topic: Atomic Bomb Changes with 1.0
- Replies: 1
- Views: 1452
Atomic Bomb Changes with 1.0
I don't have the time or resources to figure out what all has changed (putting that there so Bilka doesn't say "change it yourself"), but per https://forums.factorio.com/88523 atomic bomb range and possibly other characteristics changed with 1.0 that don't appear to be reflected in the wik...