I don't think Rseding was the person who woke up pissed.
Search found 106 matches
- Fri Feb 21, 2020 5:56 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 30887
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
- Fri Feb 21, 2020 5:43 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 30887
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
At 60TPS you won't notice a difference.Ubertwink wrote: Fri Feb 21, 2020 5:37 pm To be honest, I am a big fan of DoT being applied every game tick, which makes it feel much more natural. I do understant that it comes at a perfornance cost, but it's a big "feels good" moment.
- Thu Mar 21, 2019 6:22 pm
- Forum: General discussion
- Topic: [Poll] Battery graphics in 0.17
- Replies: 19
- Views: 6826
Re: [Poll] Battery graphics in 0.17
When a company asks you nicely to change something for trademark reasons you do it. Simple as that. Better to do it voluntarily and part friends (or at least without animosity) than have to deal with legal issues. Besides, someday you may have a trademark to protect.
Why cause a fight when it is ...
Why cause a fight when it is ...
- Mon Mar 11, 2019 4:04 pm
- Forum: Outdated/Not implemented
- Topic: [0.17.3] Campaign Experience and Suggestions
- Replies: 16
- Views: 10344
Re: [0.17.3] Campaign Experience and Suggestions
Since the current experience is a rather bad tutorial, yes, this is what ought to be done.
- Sun Mar 10, 2019 8:32 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 47546
Re: [0.17.1] intro too hard
I had heard the intro campaign was hard before I tried it, so I ended up building defenses like I would in an advanced freeplay game. Thank goodness I did, because I was almost overrun.
There are way too many enemies in this tutorial.
Also, there is an extra amount of difficulty tacked on: You are ...
There are way too many enemies in this tutorial.
Also, there is an extra amount of difficulty tacked on: You are ...
- Sun Mar 10, 2019 4:52 pm
- Forum: Campaign / Scenario suggestions
- Topic: Do you like hordes ? Over 11k
- Replies: 3
- Views: 2225
Re: Do you like hordes ? Over 11k
That tech should unlock much earlier. As it is there is no way to cross belts in the tutorial.
Forget splitting, merging, balancing, etc. With no way to even cross belts building a factory sucks.
Forget splitting, merging, balancing, etc. With no way to even cross belts building a factory sucks.
- Fri Aug 24, 2018 9:57 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 65496
Re: Friday Facts #257 - NPE/Campaign update
FFF at 4 AM? I'm guessing timezones are at work here 
Shallow water would be awesome for one thing: A really cheap landfill that can be crafted from stone *or* hand crafted very, very slowly from nothing. That way you cannot get stuck on an island with no way off.

Shallow water would be awesome for one thing: A really cheap landfill that can be crafted from stone *or* hand crafted very, very slowly from nothing. That way you cannot get stuck on an island with no way off.
- Fri Jun 22, 2018 5:57 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 40965
Re: Friday Facts #248 - Not Saturday Facts
3GB for high res? I run high res on a 2GB card and it does not lag or anything, nice steady 60/60
- Mon Mar 12, 2018 7:08 am
- Forum: Not a bug
- Topic: [0.16.28] headless server under linux can't use symlinks
- Replies: 5
- Views: 2908
Re: [0.16.28] headless server under linux can't use symlinks
For now, until the bug is fixed or otherwise worked around, you can always use hardlinks.
- Mon Mar 05, 2018 6:51 pm
- Forum: Releases
- Topic: Version 0.16.28
- Replies: 31
- Views: 29309
Re: Version 0.16.28
Fixed a bug with pumps not activating sometimes. (https://forums.factorio.com/58082)
Fixed roboport connections would be missing in some cases. (https://forums.factorio.com/58238)
Fixed a bug with pumps not activating sometimes. (https://forums.factorio.com/58082)
Once wasn't enough? :P
- Sun Mar 04, 2018 12:51 pm
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 28730
Re: Friday Facts #232 - PAX, Bugs, Graphs
Well, for me I have all my big power poles wired into a single network in order to carry certain global control signals anyway (used mostly for emergency power cutoffs to keep the base defenses from turning off during a major brownout), so I just add latches to anything I want to control remotely ...
- Tue Feb 27, 2018 8:35 am
- Forum: Not a bug
- Topic: [16.26] Items on belt overcompressed after last update
- Replies: 8
- Views: 6710
Re: Bug belt
That is a known NAB condition that is (probably) unrelated to this issue.ZapTap wrote:I can press "R" repeatedly to continue putting more items on the same square of belt
- Mon Feb 26, 2018 6:00 am
- Forum: Ideas and Suggestions
- Topic: Crash report link GUID
- Replies: 0
- Views: 895
Crash report link GUID
With the new crash uploader, submitting a crash report is automatic, but sometimes it would be nice to have a way to provide more details about the crash.
Rather than making users upload the report to the forum with the extra info they want to add, why not give each report a GUID? This GUID would ...
Rather than making users upload the report to the forum with the extra info they want to add, why not give each report a GUID? This GUID would ...
- Sun Feb 25, 2018 1:16 am
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 56972
Re: Friday Facts #231 - Belt compression & Crash log uploading
IMHO crash reports are missing one simple thing: A GUID that is added to the sent data AND displayed to the user as a way to link a specific crash report to a forum bug report. When the game crashes, the report is sent, and the user is told "If you want to report more details about what happened ...
- Mon Feb 19, 2018 2:33 am
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 66653
Re: Version 0.16.24
Honestly.
"Oh no, they may know my mod list! Maybe even my PC username! It's the end of the world!"
Go have hysterics about something worth worrying about.
"Oh no, they may know my mod list! Maybe even my PC username! It's the end of the world!"
Go have hysterics about something worth worrying about.
- Mon Feb 19, 2018 2:12 am
- Forum: General discussion
- Topic: Why not Qt?
- Replies: 5
- Views: 4189
Re: Why not Qt?
Why not QT? This is why. That article is a little old, but it is still accurate. QT is not made for games.
EDIT: Also, way back the Warzone 2100 team started trying to move from SDL to QT for various reasons. Performance tanked, and the move was scrapped.
EDIT: Also, way back the Warzone 2100 team started trying to move from SDL to QT for various reasons. Performance tanked, and the move was scrapped.
- Fri Feb 16, 2018 7:01 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 57536
Re: Friday Facts #230 - Engine modernisation
Please don't split the renderer. This just causes either more work for you or one renderer to be favored while the other runs bad and/or with bugs.
Please. think about OpenGL 4.5 only or Vulkan.
I'll second this. There is no reason to support DX when OpenGL works fine. Vulkan may be a bridge too ...
Please. think about OpenGL 4.5 only or Vulkan.
I'll second this. There is no reason to support DX when OpenGL works fine. Vulkan may be a bridge too ...
- Fri Feb 02, 2018 5:14 am
- Forum: Pending
- Topic: [kovarex][16.21] splitter filter priority lane stops non-priority
- Replies: 13
- Views: 8320
Re: [kovarex][16.21] splitter filter priority lane stops non-priority
If it let filtered items through when backed up it would be much harder to make sorters.
- Thu Feb 01, 2018 4:10 pm
- Forum: Releases
- Topic: Version 0.16.21
- Replies: 19
- Views: 17796
Re: Version 0.16.21
I hope the map editor changes mean someone is working on new campaign missions...
- Sat Jan 27, 2018 5:07 pm
- Forum: Minor issues
- Topic: [for 0.17] "always on top" programs dont work with full screen factorio
- Replies: 5
- Views: 5126
Re: "always on top" programs dont work with full screen factorio
I'll second this, but in a slightly different way: Factorio does not play nice with alt+tab, specifically it never minimizes. I'm guessing these two things are closely related.