Search found 63 matches

by Xoriun
Fri Nov 10, 2023 8:24 am
Forum: Not a bug
Topic: [Linux] GLSL Not supported error
Replies: 12
Views: 1055

Re: [Linux] GLSL Not supported error

There are adapters from DVI to HDMI/VGA for about $5-15 if that would help.
by Xoriun
Mon Oct 23, 2023 11:19 pm
Forum: Duplicates
Topic: [1.1.91] construction bots struggle with landfill
Replies: 3
Views: 446

Re: [1.1.91] construction bots struggle with landfill

Remove the more than 1 million (!!!) ghosted landfill south of the west solar field and north of the east solar field and bots will work again. The game has to iterate over all ghost tiles and doing so with 1 million takes so long (I guess 1 per tick if they are out of roboport range, so almost 2 fu...
by Xoriun
Wed May 17, 2023 11:16 am
Forum: Technical Help
Topic: Start replay from command line.
Replies: 0
Views: 360

Start replay from command line.

Is it possible to start a replay from the command line (and set the simulation speed to 64)?
It would be really helpful for me as I'm trying to automatically get some information out of replays.
by Xoriun
Fri Feb 17, 2023 12:42 pm
Forum: Ideas and Suggestions
Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
Replies: 11
Views: 1501

Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient

The worst case could be that you blueprint assemblers with module type A in them but the recipe need module type B. Now it becomes a race between bots and inserters which basically rely on the randomness of which entities are placed first. So you could mess up ratios, consume way more power for a l...
by Xoriun
Fri Feb 17, 2023 9:33 am
Forum: Ideas and Suggestions
Topic: Difficult to add modules to machines with recipes having the same modules as ingredient
Replies: 11
Views: 1501

Re: [1.1.76] Difficult to add modules to machines with recipes having the same modules as ingredient

Kind of sounds more like a suggestion and not a bug. Also, I sounds like a really bad idea to insert modules into the module slots of assemblers AT ALL. There would then be modules in assemblers which are not supposed to have any. The worst case could be that you blueprint assemblers with module typ...
by Xoriun
Fri Dec 02, 2022 11:21 am
Forum: Not a bug
Topic: [1.1.73] latest experimental headless link is not updated
Replies: 4
Views: 819

Re: [1.1.73] latest experimental headless link is not updated

Now it also works for me...
I will check again once a new update is released.
by Xoriun
Thu Dec 01, 2022 7:23 pm
Forum: Not a bug
Topic: [1.1.73] latest experimental headless link is not updated
Replies: 4
Views: 819

Re: [1.1.73] latest experimental headless link is not updated

I tried it for a few times and it seems like this is cache related (browser/server/idk). The first time after loading the page (whether https://factorio.com/download or the link in the report) sometimes downloads the 1.1.72, after that always the 1.1.73
by Xoriun
Sat Oct 29, 2022 1:14 pm
Forum: Not a bug
Topic: [1.1.70] Action bar slider doesn't work
Replies: 2
Views: 501

Re: [1.1.70] Action bar slider doesn't work

The action bar (or shortcut bar) is the part of the gui to the right of the quickbar (which holds the items for hotkeys and quick grab).
What you want to increase is the slider above that says Active quick bars (second from the buttom).
by Xoriun
Tue Sep 27, 2022 11:22 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 194416

Re: Multithread the entity update phase

Thank you, that was quite a read (though I only read the dev's replies). I didn't think to search in General discussion... If I understood that thread correctly, that part that mostly affects my idea is https://forums.factorio.com/viewtopic.php?p=479362#p479362, as in: multithreading the entities wo...
by Xoriun
Tue Sep 27, 2022 9:52 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 194416

Re: Multithread the entity update phase

With entity phase I mean the part of the main loop which appears as "Entity update" in the debug option "show-time-usage". Afaik, this is one single thread and contains production entities (assemblers, furnaces, etc.) and inserters. As stated in the first post, I'm not sure about...
by Xoriun
Tue Sep 27, 2022 9:52 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 194416

Multithread the entity update phase

Would it be possible to somehow multithread the entity update phase of the game loop? At least on the large bases I build, most of the update time (between ~12 ms at ~55 UPS) is spend on the entity phase, so any optimization there would be really nice. I gave this some thought and would like to know...
by Xoriun
Tue Jul 12, 2022 8:02 am
Forum: Not a bug
Topic: Editor mode movement speed slow
Replies: 8
Views: 1864

Re: Editor mode movement speed slow

Did you change the game speed though the editor GUI? On really high speed (*32 and *64), you move significantly slower, just like you described.
by Xoriun
Fri Jul 01, 2022 6:23 pm
Forum: Not a bug
Topic: [1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.
Replies: 7
Views: 1893

Re: [1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.

The suggested behaviour could be a protection against basically setting a map to public by removing the last entry of the whitelist.
But I don't really know if that is enough reason.
by Xoriun
Fri Jul 01, 2022 1:32 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias][1.1.61] Right-clicking train fuel in blueprint editor makes is disappear
Replies: 1
Views: 2796

[Tobias][1.1.61] Right-clicking train fuel in blueprint editor makes is disappear

When right-clicking train fuel in the blueprint editor (with trains enabled), it just disappears. The only way to get it back is to disable and then re-enable train fuel. I would expect one of two things to happen after right-clicking the train fuel: 1) The number of the train fuel gets set to 0 and...
by Xoriun
Fri Jan 07, 2022 10:54 pm
Forum: Technical Help
Topic: [1.1.49] Weird behavior when model is running
Replies: 5
Views: 1132

Re: [1.1.49] Weird behavior when model is running

I think watysay is using the French keyboard layout.
by Xoriun
Mon Dec 13, 2021 1:16 pm
Forum: Not a bug
Topic: Editor menu not resizing when switching to the settings tab
Replies: 1
Views: 750

Editor menu not resizing when switching to the settings tab

When in editor mode, the Map editor window changes size depending on which tool is currently selected. However, if you switch to the Settings tab, it does not resize. This is most noticeable when having the NONE tool selected, as only a minor part of the settings is visible and you have to scroll a ...
by Xoriun
Wed Sep 01, 2021 4:59 pm
Forum: Modding discussion
Topic: New API Docs website
Replies: 68
Views: 19304

Re: New API Docs website

The boxes in which the example and classes are embedded are cut off horizontally if a line is too long (eg. when viewed on mobile) and are impossible to scroll.
by Xoriun
Mon Aug 30, 2021 11:26 am
Forum: Duplicates
Topic: [1.1.38] selection-tool items do not stack in input slot
Replies: 6
Views: 2079

Re: [1.1.38] Tools can no longer stack

It says `stack_size = 1`.
Maybe that's the problem?

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