Search found 23 matches
- Sun Oct 02, 2016 7:19 pm
- Forum: Technical Help
- Topic: Low fps, and CPU/GPU usage
- Replies: 3
- Views: 2970
Low fps, and CPU/GPU usage
Every single playthrough of mine ends with around 300-400 rockets lunches per game, and I have to end there becasuse game has half of the orginal speed, witch is unplayable for me (arround 30UPS). And wierd thing for me as game developer CPU/GPU performance lock. http://images.akamai.steamuserconten...
- Sat Jul 16, 2016 10:01 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 33098
Re: Friday Facts #147 - Multiplayer rewrite
Don't wait for upload This feature could also be added. When someone joins the game, the server needs to save it, and others have to wait for it, this can't be removed, but once it starts uploading the game, other players (including the server) could just continue playing, while the server is provi...
- Sat Jul 02, 2016 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.3] "Achivment unlocked" is flashing too fast
- Replies: 2
- Views: 2370
[Rseding91] [0.13.3] "Achivment unlocked" is flashing too fast
In top right corner of achivment when recived there is a flashing icon. It looks like this component is handled be simlar code form here: https://forums.factorio.com/viewtopic.php?f=11&t=27170 100% reproduction rate. Steps: 1. Recive achivment 2. Move mouse, or move around (pretty mutch any acti...
- Tue Jun 28, 2016 10:36 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 194390
Re: Version 0.13.0
For everybody that "didn't get update" or don't know how to get it. factou.png 1. Press right mouse button over factorio in steam library. 2. Select Properties 3. Choose tab "Betas" 4. Change "NONE - Opt out of all beta programs" to "experimental -Experimental vers...
- Tue Jun 28, 2016 5:12 pm
- Forum: Duplicates
- Topic: [0.13.0] Shift + Right Click in a Lab -> Crash
- Replies: 1
- Views: 680
- Mon Jun 27, 2016 8:48 pm
- Forum: Not a bug
- Topic: [0.13.0] Filter inserter crafting recipe inconsistency
- Replies: 1
- Views: 1077
[0.13.0] Filter inserter crafting recipe inconsistency
When opening "Assembly machine Mk.1" you would expect to have every inserters require Mk.2 of assembly machine. Instead "Filter Inserter" can be crafted in Mk.1. Possibly other new inserters has the same bug, but i'm unable to check this
- Mon Jun 27, 2016 8:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0][Oxyd] "Technology researched" is flashing too fast
- Replies: 2
- Views: 2240
[0.13.0][Oxyd] "Technology researched" is flashing too fast
This bug has 100% reproduction rate Steps to bug: 1. Finish a technology (on server or with "dont stop singlepayer game when finshed research") 2. Hover mouse over ANY inventory slot Expected result: 1. "Technology researched" is flashing at constant rate Result get: 1. "Tec...
- Mon Jun 27, 2016 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] Crash while shift right click on inventory slot
- Replies: 2
- Views: 3236
[0.13.0] Crash while shift right click on inventory slot
Reproduce steps:
1. Place an stone furnance;
2. Pick coal from inventory;
3. Enter furnance;
4. Right Shift Click on coal slot; (Coal slot has to be empty)
5. Enjoy ;p
100% reproduce rate.
1. Place an stone furnance;
2. Pick coal from inventory;
3. Enter furnance;
4. Right Shift Click on coal slot; (Coal slot has to be empty)
5. Enjoy ;p
100% reproduce rate.
- Tue Jun 14, 2016 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Smart Assemblers
- Replies: 13
- Views: 5112
Re: circuit network assembly machines
Joined into this thread -- Γilk FF 142 Once we decided that everything will be circuit connectable Item production of assembly machines should be possible to set via circuit network. 90_factorio_avatar Kopie.png I think you wont be able to change recepie inside assembly machinse, and circuit connec...
- Mon Jun 13, 2016 8:50 pm
- Forum: Show your Creations
- Topic: Beautiful pattern from pollution values
- Replies: 7
- Views: 4180
Re: Beautiful pattern from polution values
"progress" is spelled "p-o-l-l-u-t-i-o-n" Yep, fixed. Looks like a topographic map to me. Could you post the "regular" pollution map for a comparison? Would be pretty neat if Factorio could display pollution with isopleths for pollution - that way the map could show mo...
- Thu Jun 09, 2016 7:03 pm
- Forum: Show your Creations
- Topic: Beautiful pattern from pollution values
- Replies: 7
- Views: 4180
Beautiful pattern from pollution values
factorio.jpg You cannot see this everyday. While max zoomed out, with option "Show pollution values" numbers created beautifull pattern that you cannot wouldn't see with normal pollution value coloring :) The biggest value we had is 81 000. What is your biggest polution value in you facto...
- Mon Jun 06, 2016 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.33] [Pending]desync every 60 ticks - no map redownload
- Replies: 10
- Views: 3659
Re: [0.12.33] [Pending]desync every 60 ticks - no map redownload
It looks like this was caused by hardCraft mod item called "belt sorter". Timespan was right, issues happend when i placed it, accesed and remove it. There is a posibility that if you will make a mistake in code, this issue will go out again in the same form, but This isn't something you s...
- Thu Jun 02, 2016 8:04 pm
- Forum: Ideas and Suggestions
- Topic: Autosaving while in combat is DUMB
- Replies: 25
- Views: 6109
Re: Autosaving while in combat is DUMB
It is very easy for me as a novice to say something dumb like: Just use more cores or make it more multi-threaded. I would love if could use multiple threads to save but, world is cruel place and you cannot do that :) Operation that save stuff to disk is locking ALL threads. So for every chunk of b...
- Thu Jun 02, 2016 10:13 am
- Forum: General discussion
- Topic: 3D vs 2D which is better for Factorio?
- Replies: 32
- Views: 17616
Re: 3D vs 2D which is better for Factorio?
The problem is not with 3D alone. But how detailed you would like to see models. If you would like to keep "current" models from factorio. Probably game would have 100x-1000x bigger constrains on GPU, add to this lighting particles, postprocess etc... Also games in 3D gets old pretty quick...
- Thu Jun 02, 2016 9:54 am
- Forum: Ideas and Suggestions
- Topic: Autosaving while in combat is DUMB
- Replies: 25
- Views: 6109
Re: Autosaving while in combat is DUMB
Thats why autosave has 3 copy of itself, one is overwriten at the time, so simply go back to Load Game menu and choose one of the previuse one
- Sun Oct 11, 2015 8:54 am
- Forum: Ideas and Suggestions
- Topic: Amount display "sign"/"monitor"
- Replies: 8
- Views: 11564
Re: Amount display "sign"/"monitor"
Can I guess that you are grabbing the idea from modded Minecraft ME mod? Not realy. Just looking at all that stuff that appear in 0.12.x and i had feeling there is something that is missing! Hm. This is not a "vote what comes into the game"-forum. :) I was guided by your post :P If the de...
- Sat Oct 10, 2015 11:00 pm
- Forum: Duplicates
- Topic: [0.12.10] Fitting between tanks
- Replies: 1
- Views: 3380
[0.12.10] Fitting between tanks
So you can align yourself against Chemical plant faceing "upwards" so you will fit between 2 connected tanks. This is quite tought to reproduce but i can manage to repeat that every 5th time now. Edit: Chacked that again, its not Chemical plant alone. You need to have plant and tank and ru...
- Sat Oct 10, 2015 2:36 pm
- Forum: Ideas and Suggestions
- Topic: Smart Inserters conditions on mouseover.
- Replies: 8
- Views: 11332
Re: Smart Inserters conditions on mouseover.
Yes that would be definitly handfull. I like that idea! The number of info show doesnt have to be full. It would require only eg. filter order on inserter.
It would be neat to see that on combinators as well!
It would be neat to see that on combinators as well!
- Sat Oct 10, 2015 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Amount display "sign"/"monitor"
- Replies: 8
- Views: 11564
Amount display "sign"/"monitor"
I have no idea why nobody yet propose that or I'm just bad at looking for stuff :P 1. Idea Placeable "sign"/"monitor" that will display amount of items in currently connected network. 1a. How would it work You place a monitor on ground, near pole for electricity. Then you connect...
- Mon Dec 08, 2014 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3+][kovarex] Train one name station
- Replies: 5
- Views: 4479
Re: [0.11.3+]Train one name station
I manage to get it by myself but its definitly a bug. Stations that are named "by hand" with one name are not counting as one, but like separate. To make this bug harder to detect they are displayed as once, because they have the same name in theory. If you will make one station name, and ...