Search found 10 matches
- Thu Mar 13, 2025 8:22 pm
- Forum: General discussion
- Topic: Perspective factorio is beautiful
- Replies: 10
- Views: 1069
Re: Perspective factorio is beautiful
I've recorded a video that should make the effect easier to see
- Tue Mar 11, 2025 2:47 am
- Forum: General discussion
- Topic: Perspective factorio is beautiful
- Replies: 10
- Views: 1069
Perspective factorio is beautiful
Full credit to this reddit post https://www.reddit.com/r/factorio/comments/6a8mz6/i_recreated_the_perspective_suggestion_from/ for the original patches.
I just adapted the shader for 2.0 and tuned the parameters to what looked more visually pleasing to me, I feel the slight perspective makes ...
I just adapted the shader for 2.0 and tuned the parameters to what looked more visually pleasing to me, I feel the slight perspective makes ...
- Mon Dec 23, 2024 3:13 am
- Forum: Ideas and Suggestions
- Topic: Add "nth bit is set" to circuit signal comparisons
- Replies: 2
- Views: 277
Re: Add "nth bit is set" to circuit signal comparisons
Hi, thank you for your detailed response.
However I think there is a misunderstanding here: I'm fully aware of how to set and check bits using combinators.
The problem lies in the communications between the circuit network and the trains themselves, where you cannot do that because trains cannot ...
However I think there is a misunderstanding here: I'm fully aware of how to set and check bits using combinators.
The problem lies in the communications between the circuit network and the trains themselves, where you cannot do that because trains cannot ...
- Sun Dec 22, 2024 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Add "nth bit is set" to circuit signal comparisons
- Replies: 2
- Views: 277
Add "nth bit is set" to circuit signal comparisons
This is a proposal to add "nth bit is set" (1 to 32) to the list of comparisons between two signals or between a signal and a constant (the current list is more than, less than, equal, more or equal, less or equal, not equal).
With the comparison operations available right now the only way to check ...
With the comparison operations available right now the only way to check ...
- Thu Dec 05, 2024 7:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 2218
Re: [2.0.15] Desync at login when another player is already connected
Great to see it fixed! I just bought space age as my thank you for thisRseding91 wrote: Mon Dec 02, 2024 4:27 pm Thanks for the report. Boskid and I were able to figure out this issue and it's now fixed for the next release.

- Mon Dec 02, 2024 1:47 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 2218
Re: [2.0.15] Desync at login when another player is already connected
Hi, I just tried with 2.0.21 and unfortunately it still happens. Here is the desync report from 2.0.21:
https://drive.google.com/file/d/1prU0Nq ... sp=sharing
https://drive.google.com/file/d/1prU0Nq ... sp=sharing
- Sun Dec 01, 2024 9:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 2218
Re: [2.0.15] Desync at login when another player is already connected
Unfortunately the problem got worse: now neither of us can join if the other is playing (immediate desync).
Here's the new desync report: https://drive.google.com/file/d/1BxlUyx ... sp=sharing
Here's the new desync report: https://drive.google.com/file/d/1BxlUyx ... sp=sharing
- Wed Nov 20, 2024 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 2218
Re: [2.0.15][Multiplayer desync] Sudden desync at login when another player is already connected
Update: we found out that now we can play together if I login first and my friend second, while the desync happens 100% of the times if he logins first.
Easy reproduction steps:
1) load this save (https://drive.google.com/file/d/1-33kH0PRrV-NmOs0nUBp4FMzwem_sM3S/view?usp=sharing) on a headless ...
Easy reproduction steps:
1) load this save (https://drive.google.com/file/d/1-33kH0PRrV-NmOs0nUBp4FMzwem_sM3S/view?usp=sharing) on a headless ...
- Thu Nov 14, 2024 10:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15] Desync at login when another player is already connected
- Replies: 10
- Views: 2218
[2.0.15] Desync at login when another player is already connected
It started happening after many days playing this map with my friend, suddenly I cannot log in if he's playing and he cannot login if I'm playing (every time there is an immediate desync for the player trying to log in). We are playing on a headless server.
We also tried pausing the game before ...
We also tried pausing the game before ...
- Thu Oct 24, 2024 1:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.10] PVP - force protection not applied on logout
- Replies: 1
- Views: 987
[Genhis][2.0.10] PVP - force protection not applied on logout
In the PvP scenario, when the option to protect the starting area with no players connected is enabled, protection is not properly applied when the last player of a force logs out.
I believe this is due to an error at line 3897 of pvp.lua (inside on_player_left_game), where
check_force_protection ...
I believe this is due to an error at line 3897 of pvp.lua (inside on_player_left_game), where
check_force_protection ...