Search found 883 matches

by Oktokolo
Sun Feb 02, 2020 11:36 pm
Forum: Technical Help
Topic: Client Slow Download Speeds
Replies: 13
Views: 4272

Re: Client Slow Download Speeds

For Europe: https://factorio.com/get-download/0.17.79/alpha/win64?cdn=eu1ipv4.factorio.com For the new update i too was consistently assigned to that 30kByte/s server. Using the IPv4-only europe link i got 300kByte/s. ipv6-test.com says, that my machine can't connect to sites using IPv6. It can res...
by Oktokolo
Mon Jan 13, 2020 2:44 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 36654

Re: Friday Facts #329 - Campaign reassessment

The main problem of the expanding campaign (infinite possible situations) can mostly be eliminated by: A lways reveal new resource patches when expanding the map (new resource patches' richness could depend on resources left in old part of the map). E xpand the map by making some of the existing na...
by Oktokolo
Fri Dec 27, 2019 6:26 am
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 22070

Re: Friday Facts #326 - Particle emitter & Data cache

- your pc is currently having a hard time and your framerate is not ideal 60fps, but varies from 10-15 each frame FPS and frame skipping should be irrelevant for drawing accurate particles. Whenever particles get drawn, their creation paramters and age in game ticks is known. Everything else should...
by Oktokolo
Fri Dec 20, 2019 10:35 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 22070

Re: Friday Facts #326 - Particle emitter & Data cache

Impatient wrote:
Fri Dec 20, 2019 10:27 pm
Inserter arm positions?
Inserter arm position change speed depends on availability of electricity or fuel.
by Oktokolo
Fri Dec 20, 2019 9:33 pm
Forum: News
Topic: Friday Facts #326 - Particle emitter & Data cache
Replies: 42
Views: 22070

Re: Friday Facts #326 - Particle emitter & Data cache

I would like the new particle system being usable for moving sources (trains, biters, damaged bots...) too. Each particle would need a spawn offset from the (still immobile) emitter and emitters would have to be created all few tiles of movement of the source. But it should still perform way better ...
by Oktokolo
Wed Dec 18, 2019 11:07 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 78294

Re: Friday Facts #274 - New fluid system 2

coppercoil wrote:
Mon Dec 16, 2019 3:32 pm
We don't like breaking changes, do we?
Hell yeah, we do! Without breaking changes, half of the game would not exist.
by Oktokolo
Mon Dec 16, 2019 3:04 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 166
Views: 78294

Re: Friday Facts #274 - New fluid system 2

coppercoil wrote:
Sun Dec 15, 2019 1:27 pm
Then please give some other reasonable way to transfer 3000 fluids/s by single pipe.
Do the same that you do when belts need more throughput:
Build more pipes, use higher pipe tiers (modded only), or use trains for mass transport.
by Oktokolo
Fri Dec 13, 2019 10:55 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 26420

Re: Friday Facts #325 - New Explosions and Particles

Maybe it is time to think about whether all weapons should be able to destroy all entities. Rails "exploding" due to gun fire or biter bites are hillarious to the point where it becomes immersion breaking. Having different hit and death animations for different damage types would also make...
by Oktokolo
Wed Dec 11, 2019 12:03 am
Forum: Balancing
Topic: Renaming Items
Replies: 5
Views: 2604

Re: Renaming Items

Mecejide wrote:
Tue Dec 10, 2019 1:56 am
MadClown01's processing already has depleted uranium plates which are used for cannon shells.
Having uranium plates is like having tungsten plates - makes no sense for material wich is too brittle to be deep drawn, punched, or bend...
by Oktokolo
Tue Dec 10, 2019 1:41 am
Forum: Balancing
Topic: Renaming Items
Replies: 5
Views: 2604

Re: Renaming Items

The basic items for iron and copper are plates, but for uranium, they are blobs. They are fine as blobs as they are never needed in sheet form. More realistic would be to turn all the plates into ingot sheets (arrays of small ingots wich are interconnected for easy automated transport and apportion...
by Oktokolo
Tue Dec 10, 2019 12:04 am
Forum: Railway Setups
Topic: Automatic refueling of locomotives (Vanilla)
Replies: 6
Views: 7330

Re: Automatic refueling of locomotives (Vanilla)

That is, it is necessary to implement a system that will read information about the amount of fuel in a locomotive. Then this is not a creation to show - but a feature request as it currently is not possible to read the current fuel amount from a locomotive in vanilla. There is the Inventory Sensor...
by Oktokolo
Mon Dec 09, 2019 11:54 pm
Forum: Balancing
Topic: Renaming Items
Replies: 5
Views: 2604

Re: Renaming Items

Mecejide wrote:
Mon Dec 09, 2019 11:49 pm
I think these two items should be renamed as well as retextured to look more like plates.
Uranium-235→enriched uranium plate
Uranium-238→depleted uranium plate
But why?
And how do you expect this cosmetic change alter the games balancing?
by Oktokolo
Sat Dec 07, 2019 8:12 am
Forum: Off topic
Topic: I use translate
Replies: 1
Views: 2887

Re: I use translate

itadak wrote:
Sat Dec 07, 2019 3:15 am
Ok. I use translate and will be good ok?
Try another translator.
by Oktokolo
Sat Dec 07, 2019 3:29 am
Forum: Modding help
Topic: How to most-UPS-friendly check how much of a stack would be insertable into an inventory
Replies: 4
Views: 1311

How to most-UPS-friendly check how much of a stack would be insertable into an inventory

I know about can_insert but it only tells me whether at least one item could be inserted. I need to know how much items of a stack could be inserted. I don't actually want to insert the stack into the target inventory at the time i want to know how much could be inserted (need it for controlling the...
by Oktokolo
Sat Dec 07, 2019 2:58 am
Forum: This Forum
Topic: i really like anybody answer me
Replies: 3
Views: 2684

Re: i really like anybody answer me

I like answering people so i just answered this post after only reading the title. 8-)
by Oktokolo
Sat Dec 07, 2019 2:56 am
Forum: This Forum
Topic: Please make the forum search support underscored words
Replies: 4
Views: 1726

Please make the forum search support underscored words

You literally have an API full of words containing underscores. So being able to search for them in the forums would be nice. As it is now, searching for "can_insert" is useless, because the forum search searches for "can" and "insert" - wich are both common words while...
by Oktokolo
Fri Dec 06, 2019 10:18 am
Forum: Technical Help
Topic: [0.17.79] Low FPS when not hosting multiplayer game
Replies: 4
Views: 1506

Re: [0.17.79] Low FPS when not hosting multiplayer game

criticalstone wrote:
Thu Dec 05, 2019 7:32 pm
The CPU is below 70% constantly and the GPU is barely affected by the game. Can it be something else?
Factorio is not able to fully utilize more than one core. It is partially multithreaded, but single-thread performance and RAM throughput are still the limiting factors to look at.
by Oktokolo
Fri Dec 06, 2019 10:02 am
Forum: Ideas and Suggestions
Topic: Ability to draw on map
Replies: 45
Views: 14211

Re: Ability to draw on map

I like the idea of having a potentailly unlimited amount of strategic maps to plan things. But even just being able to draw lines on the current map would still be a huge improvement. Could draw arrows to mark direction of ongoing liberation of land and resources. Couls also draw lines where walls s...
by Oktokolo
Wed Dec 04, 2019 4:20 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 35
Views: 11780

Re: Why is my UPS low?

Thanks - and necroed that thread.
by Oktokolo
Tue Dec 03, 2019 11:58 pm
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 35
Views: 11780

Re: Why is my UPS low?

Basically, if you start with 1x1 chests, when you go up to max dimensions 2x2, you have 2x2, 2x1, 1x2, and 1x1. 3x3 has 3x3, 3x2, 3x1, 2x3, 2x2, 2x1, 1x3, 1x2, 1x1. Not factorial per-se, but NxM dimensions need NxM unique sprites allocated. If it is about the sprites, just look at early window deco...

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