Search found 15 matches
- Thu Aug 24, 2017 9:52 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 422628
Re: [0.15.x] Bob's Mods: General Discussion
I don't think so, because it's off by a factor of about 3. The current value and 10x more are both about as badly off, just in opposite directions.
- Thu Aug 24, 2017 2:30 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 422628
Re: [0.15.x] Bob's Mods: General Discussion
Small balance feedback: when playing with Angel's, the "enriched fuel block" recipe from bobplates is very OP. It provides 100MJ worth of fuel at the cost of 30 fuel oil, which is way out of line from solid fuel recipes in Angel's which give fuel oil an energy value of 1 MJ per unit and are also ...
- Wed Feb 15, 2017 2:44 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 247545
Re: Parrallel processing in games & applications
I'm not sure I understand what you're saying. Handling objects that are externally referred to by lots of other objects is the whole point of colonies. Iterators and pointers to an element of a colony are guaranteed to remain valid as long as that element exists, so you can refer to elements of a ...
- Wed Feb 15, 2017 1:33 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 247545
Re: Parrallel processing in games & applications
Here's something that has helped me with locality-related performance problems.
There is an obscure data structure called a colony . It's essentially a linked list of arrays that keeps track of their contents and creates and deletes them as needed. It combines the characteristics of std::list and ...
There is an obscure data structure called a colony . It's essentially a linked list of arrays that keeps track of their contents and creates and deletes them as needed. It combines the characteristics of std::list and ...
- Fri Oct 07, 2016 2:54 pm
- Forum: 1 / 0 magic
- Topic: [0.14.12] Game only starts once per boot
- Replies: 1
- Views: 1216
Re: [0.14.12] Game only starts once per boot
Happened again. I strongly suspect it has something to do with a JSON parsing failure in a mod's info.json file. I was working on a mod and noticed that if I make a mistake in that file (like a missing comma at the end of a line), the game will show a helpful error message and shut down, but even ...
- Sat Oct 01, 2016 9:28 am
- Forum: 1 / 0 magic
- Topic: [0.14.12] Game only starts once per boot
- Replies: 1
- Views: 1216
[0.14.12] Game only starts once per boot
The game only starts one per compter boot. The first time it runs fine, but if I close it and try to launch it again, it crashes on startup (before anything shows up, window is solid white) with this error:
0.001 2016-10-01 11:20:17; Factorio 0.14.12 (build 24932, win64, steam)
0.001 Operating ...
0.001 2016-10-01 11:20:17; Factorio 0.14.12 (build 24932, win64, steam)
0.001 Operating ...
- Sat Jul 23, 2016 10:09 am
- Forum: Resource Spawner Overhaul
- Topic: Resources explored with command display incorrectly on map
- Replies: 1
- Views: 1824
Resources explored with command display incorrectly on map
Something I noticed with RSO but never happens in vanilla: if you explore the map using game.player.force.chart, you'll often end up with resource patches looking like this on the map:
https://i.imgur.com/H73jsAi.png
Looks like botched generation, but it isn't, because if you actually walk there ...
https://i.imgur.com/H73jsAi.png
Looks like botched generation, but it isn't, because if you actually walk there ...
- Thu Jul 14, 2016 6:47 am
- Forum: Not a bug
- Topic: [0.13.8] Train stops instantly when it can't path
- Replies: 1
- Views: 1108
[0.13.8] Train stops instantly when it can't path
If a train travelling in automated mode gets a "no path" error it will disregard physics and stop instantly
Reproduction:
1. create a train
2. add one stop to its schedule
3. make it start travelling to that stop
4. while it's moving, delete the stop
Train will immediately have 0 speed instead ...
Reproduction:
1. create a train
2. add one stop to its schedule
3. make it start travelling to that stop
4. while it's moving, delete the stop
Train will immediately have 0 speed instead ...
- Sun Apr 17, 2016 1:52 pm
- Forum: Pending
- Topic: [0.12.26] Touchpad left-clicks not registering
- Replies: 3
- Views: 1825
- Sun Apr 17, 2016 12:09 am
- Forum: 1 / 0 magic
- Topic: [0.12.27] and [stable] Not registering left click
- Replies: 12
- Views: 6058
Re: [0.12.27] and [stable] Not registering left click
I have the same problem. Left cliks, right clicks and scrollwheel (through gesture) are extremely unresponsive when using my touchpad in the game - only 1 in 3-5 actually register. The pause menu isn't affected, but the in-game GUIs like inventory are. Only affects Factorio, haven't noticed it in ...
- Sat Feb 21, 2015 1:50 am
- Forum: Duplicates
- Topic: [0.11.16] Belt junction keeps jamming
- Replies: 2
- Views: 3259
[0.11.16] Belt junction keeps jamming
This belt junction jams for no reason every few minutes, requiring me to walk over it with F to clear it:
http://i.imgur.com/FbmWqfW.jpg?1
It's always the iron that stops going through, copper works fine.
Linux 64-bit version.
I found something similiar (https://forums.factorio.com/forum ...
http://i.imgur.com/FbmWqfW.jpg?1
It's always the iron that stops going through, copper works fine.
Linux 64-bit version.
I found something similiar (https://forums.factorio.com/forum ...
- Tue Jan 27, 2015 10:23 am
- Forum: Ideas and Suggestions
- Topic: Request "blueprint resource package" from logistics
- Replies: 0
- Views: 1712
Request "blueprint resource package" from logistics
Let's say you want to improve defences in a remote outpost. You have a blueprint of a turrent emplacement, and if you wanted to build it in your main base, all you have to do is plop it down and it'll be built in seconds.
Unfortunately, the outpost is a remote one, connected only by train. Its ...
Unfortunately, the outpost is a remote one, connected only by train. Its ...
- Sun Jan 25, 2015 4:56 pm
- Forum: Ideas and Suggestions
- Topic: 3D rendering
- Replies: 39
- Views: 20544
Re: 3D rendering
Many people's reaction will be that it's outrageous to propose a move from 2D to 3D at such a late state in a game's development, but as someone with some experience in 3D graphics I can tell you that it's not as big of a deal as it sounds. The vast majority of the game wouldn't need to be touched ...
- Thu Jan 22, 2015 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts on water as a finite resource
- Replies: 5
- Views: 4680
Re: Thoughts on water as a finite resource
My automatic reaction as i read your post was to think "why dump hot water if I'm burning coal to make cold water into steam? Feed the hot water back into the system and save some fuel"
You will produce much more hot water than boilers consume, of course. Doing that will help, but only a little ...
You will produce much more hot water than boilers consume, of course. Doing that will help, but only a little ...
- Wed Jan 21, 2015 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Thoughts on water as a finite resource
- Replies: 5
- Views: 4680
Thoughts on water as a finite resource
Do you know what's the one thing that bugs me about Factorio the most? Water. Water is incredibly important in industry, but it's almost completely absent from the gameplay. You put up a pump and that's it. I've been thinking about what could be done to make water an important part of the game that ...