Search found 59 matches
- Thu Apr 11, 2019 5:14 pm
- Forum: Translations
- Topic: Removing RTL language translations
- Replies: 17
- Views: 18727
Re: Removing RTL language translations
Dev team simply don't have (i suppose, correct me, please, if i'm wrong) any Hebrew-speaking developer. I haven't seen it in the news, so they might still be searching for MacOS developer and now is the perfect chance to orchestrate a meeting between the team and a good jewish MacOS developer.
- Thu Mar 14, 2019 5:54 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 33983
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
I don't think the main problem is that they are no longer burnable. The problem is that we eventually end up with various items like wooden power poles, wooden boxes, steel furnaces that are no longer used and there is nothing to do with them. Burning was a way to 'recycle' them.
Elegant ...
- Wed Mar 13, 2019 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Screen resolution change ability in full-screen mode
- Replies: 21
- Views: 12674
Re: [PROPOSAL] Resolution downscaling graphic option.
Factorio's graphics based on textures exclusively, without any vertex geometry so DSR is useless. Upscaling on the other hand can be implemented to relief graphics hardware from exhausting memory bandwidth while trying to draw all that high resolution textures across a metric ton of pixels.
- Wed Mar 13, 2019 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 10559
Re: Change Factorio's numeric versionning system
I don't see any problems with current public version string. Frankly, devs could mark new versions by increasing amounts of zeroes in version string and I would be still ok with it.
But , i do hope that developers will start numbering moding API versions separately. While vast majority of mods ...
But , i do hope that developers will start numbering moding API versions separately. While vast majority of mods ...
- Wed Mar 13, 2019 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Transport Energy [Batteries]
- Replies: 18
- Views: 4921
Re: Transport Energy [Batteries]
But it does! Pollution is everywhere!
(And it always requires a source of water for power generation in vanilla Factorio, not self-contained at all)
About batteries, i'd like to bring up another topic - using plain batteries as power source for personal equipment. While having unconditional and ...
(And it always requires a source of water for power generation in vanilla Factorio, not self-contained at all)
About batteries, i'd like to bring up another topic - using plain batteries as power source for personal equipment. While having unconditional and ...
- Wed Mar 13, 2019 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Transport Energy [Batteries]
- Replies: 18
- Views: 4921
Re: Transport Energy [Batteries]
Using steam as energy capacitor more efficient, because you need same amount of water to use it in boilers, and water doesn't carry any extra energy.
One tank full of 165C steam contains 750MJ of energy, about 13 minutes of one steam engine working at full capacity. The one downside - fluid wagon ...
One tank full of 165C steam contains 750MJ of energy, about 13 minutes of one steam engine working at full capacity. The one downside - fluid wagon ...
- Wed Mar 13, 2019 5:51 am
- Forum: General discussion
- Topic: Pollution on RIBBON world
- Replies: 11
- Views: 5575
Re: Pollution on RIBBON world
Out-of-map chunks are static, there is nothing to produce pollution in them and their consumption rate doesn't change at all, so you can simulate them by integrating static diffusion model without having to keep extra data for any chunk. Factorio, probably, does it already and it's not impossible to ...
- Tue Mar 12, 2019 9:36 pm
- Forum: Ideas and Suggestions
- Topic: [Optimization] Improve map download netcode
- Replies: 7
- Views: 3676
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.
- Tue Mar 12, 2019 9:18 pm
- Forum: Ideas and Suggestions
- Topic: Screen resolution change ability in full-screen mode
- Replies: 21
- Views: 12674
Re: [PROPOSAL] Resolution downscaling graphic option.
It seems you want to upscale (downscale is a different operation) lower-than-desktop resolution viewport to full screen. And, yeah, it should be in game settings, because rendering resolution is one of that convenient performance adjustment settings which almost always give much required frame rate ...
- Tue Mar 12, 2019 8:07 pm
- Forum: General discussion
- Topic: Pollution on RIBBON world
- Replies: 11
- Views: 5575
Re: Pollution on RIBBON world
You could just double the pollution to get the desired effect IMHO
Not exactly, it depends on the dimensions ratio of used map, for example, if you use 5x40 map, you need 8 times more pollution to achieve similar effect, 2 times on 5x10 map and 100 times on 2x200 map. So, no, any fixed ...
- Mon Mar 11, 2019 9:10 pm
- Forum: Questions, reviews and ratings
- Topic: Looking for some advice on creating a recipe randomizer mod
- Replies: 4
- Views: 2469
Re: Looking for some advice on creating a recipe randomizer mod
You correctly noted that it looks like a Lua script and indeed it is a Lua script - you need to set up environment, load it and print results in something neat, maybe XML, probably JSON. Buuuuuut, Lua is pretty nice, Turing complete, multi-paradigm language, so you can use it to make a mod which ...
- Sun Mar 10, 2019 9:49 pm
- Forum: Ideas and Suggestions
- Topic: Greater variety of equipment grid module sizes
- Replies: 8
- Views: 3777
Re: Greater variety of equipment grid module sizes
Make each new crafted equipment unit have an odd, random shape (without holes), but keep the area the same.
For example, that pesky batteries come in horizontal and vertical flavors, night vision googles can have shape of any tetromino, and reactor can have a gear-like shape, or be a 3x3 square ...
For example, that pesky batteries come in horizontal and vertical flavors, night vision googles can have shape of any tetromino, and reactor can have a gear-like shape, or be a 3x3 square ...
- Sun Mar 10, 2019 9:36 pm
- Forum: Ideas and Suggestions
- Topic: New newtwork signal for Energy production and consumption
- Replies: 4
- Views: 1848
Re: New newtwork signal for Energy production and consumption
I don't think percents are reliable - for example if you have 0 production but non-zero consumption that will translate to infinity consumption relative to production, which is not currently expressible in signal system. I'd prefer it using plain KWt or MWt as unit, and the network must know exact ...
- Sun Mar 10, 2019 9:03 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 41615
Re: [0.17.1] intro too hard
I found if you don't have more than 4-5 electric mining drills you should be fine. It seems to ramp up too much with pollution because campaign code spawns the extra biters without the use of nests.
I think if you produce whatever you need beforehand and then shut everything down to allow pollution ...
I think if you produce whatever you need beforehand and then shut everything down to allow pollution ...
- Sun Mar 10, 2019 8:33 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 34837
Re: Version 0.17.9
It has nothing to do with any of this.
The error is at the side of factorio, their CDN provider.
They should give me EU near links.
But they gave me. Just tested few minutes ago:
1. 162.216.19.218 -> N US -> results in <- 100kbs
2. 45.56.70.196 -> N US -> results in <- 100kbs
3. 212.71.254.238 ...
- Sun Mar 10, 2019 7:47 pm
- Forum: Technical Help
- Topic: [0.17.5] Reboot of computer
- Replies: 21
- Views: 7147
Re: [0.17.5] Reboot of computer
I'm not sure if Factorio even using those (instructions), but you can also check if your CPU report supporting TSX extension. It's buggy in Haswell and most definitely should be already disabled by microcode updates though.
And, if you haven't tried yet - maybe running game using integrated GPU ...
And, if you haven't tried yet - maybe running game using integrated GPU ...
- Thu Mar 07, 2019 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Factorio needs to be brighter (w/ images and source code)
- Replies: 27
- Views: 11286
Re: Factorio needs to be brighter (w/ images and source code)
+1 for brigther daytime graphics.
I am not sure about the nighttime graphics. No one knows how bright the lamps are. and this one lamp in your picture looks like it emmits sun grade brightness. I dont like that.
But the daytime should be as bright as you show it in your pictures.
For 5KW ...
- Thu Mar 07, 2019 8:41 pm
- Forum: Technical Help
- Topic: [0.17.5] Reboot of computer
- Replies: 21
- Views: 7147
Re: [0.17.5] Reboot of computer
Sorry, I didn't want to sound offensive, it's just that there is literally zero clues as to where to start unwinding this issue.
Ok, hardware aside, did you had any reboots using 17.0 through 17.2? What if you try to run the game using OpenGL backend?
Try to add --force-opengl parameter to the ...
Ok, hardware aside, did you had any reboots using 17.0 through 17.2? What if you try to run the game using OpenGL backend?
Try to add --force-opengl parameter to the ...
- Thu Mar 07, 2019 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Boiler output info
- Replies: 12
- Views: 3740
Re: Boiler output info
Just pump more from underground and feed the tech with pipe network and build the most glorious magic smoke pipe network spaghetti megabase, of course!
- Thu Mar 07, 2019 8:24 pm
- Forum: Ideas and Suggestions
- Topic: Boiler output info
- Replies: 12
- Views: 3740
Re: Boiler output info
I think i should make a mod which turns all liquids into different kinds of incompressible magic smoke ![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)