Now it also works for me...
I will check again once a new update is released.
Search found 57 matches
- 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: 270
- 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: 270
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
- Sat Oct 29, 2022 1:14 pm
- Forum: Not a bug
- Topic: [1.1.70] Action bar slider doesn't work
- Replies: 2
- Views: 177
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).
What you want to increase is the slider above that says Active quick bars (second from the buttom).
- Tue Sep 27, 2022 11:22 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 429
- Views: 152647
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...
- Tue Sep 27, 2022 9:52 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 429
- Views: 152647
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...
- Tue Sep 27, 2022 9:52 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 429
- Views: 152647
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...
- Tue Jul 12, 2022 8:02 am
- Forum: Not a bug
- Topic: Editor mode movement speed slow
- Replies: 8
- Views: 838
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.
- Fri Jul 01, 2022 6:23 pm
- Forum: Bug Reports
- Topic: [1.1.61] Empty whitelist filter in selection-tool.*_filters is treated as no filter.
- Replies: 6
- Views: 910
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.
But I don't really know if that is enough reason.
- Fri Jul 01, 2022 1:32 pm
- Forum: Bug Reports
- Topic: [1.1.61] Right-clicking train fuel in blueprint editor makes is disappear
- Replies: 0
- Views: 350
[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...
- Fri Jan 07, 2022 10:54 pm
- Forum: Technical Help
- Topic: [1.1.49] Weird behavior when model is running
- Replies: 5
- Views: 622
Re: [1.1.49] Weird behavior when model is running
I think watysay is using the French keyboard layout.
- 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: 449
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 ...
- Mon Sep 27, 2021 12:15 am
- Forum: Duplicates
- Topic: [1.1.39] Bot blocked by cliff not marked for destruction
- Replies: 1
- Views: 541
- Wed Sep 01, 2021 4:59 pm
- Forum: Modding discussion
- Topic: New API Docs website
- Replies: 68
- Views: 12716
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.
- 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: 1317
Re: [1.1.38] Tools can no longer stack
It says `stack_size = 1`.
Maybe that's the problem?
Maybe that's the problem?
- Sat Aug 14, 2021 7:27 am
- Forum: Not a bug
- Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
- Replies: 4
- Views: 1502
Re: [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
this is a bug because those two poles are in range of each other (so a connection is possible) but they are not connected, not even via blueprinted poles. If you look closely, you can even see how a connection is created upon placing down the blueprint but then immediately removed again. Maybe this ...
- Tue Aug 10, 2021 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.37] Steam beta descriptions misleading
- Replies: 2
- Views: 534
Re: [1.1.37] Steam beta descriptions misleading
I feel kind of stupid right now for not launching the game and checking if it actually updated.
- Tue Aug 10, 2021 3:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.37] Steam beta descriptions misleading
- Replies: 2
- Views: 534
[1.1.37] Steam beta descriptions misleading
On Steam, I have my Factorio Version set to '[1.1.x] - Latest 1.1 Experimental' and it is always automatically updated to the newest experimental version. However, not for the 1.1.37 update. When selecting the beta version of the game, I get the following dropdown menu: https://i.postimg.cc/7hHt6LGD...
- Mon Jul 26, 2021 4:43 pm
- Forum: Balancing
- Topic: Spidertron speed buff
- Replies: 44
- Views: 15215
Re: Spidertron speed buff
Buffing the spidertron's speed into oblivion takes away that choice. Strawman. No one wants buffs to oblivion. Get out. But you want the only big disadvantage of the spidertron compared to the player, car and tank to be removed, so it becomes better in any regard. That's was my point and it still s...
- Mon Jul 26, 2021 11:16 am
- Forum: Balancing
- Topic: Spidertron speed buff
- Replies: 44
- Views: 15215
Re: Spidertron speed buff
I'm quite surprised that nobody mentioned yet that the spidertron can walk over islands, cliffs, the base, trees etc. without any collisions and only minor speed penalty, which is a huge advantage over ALL other free transportation options. How many time have you died pushing biters bc you hit a tre...
- Fri Jul 23, 2021 10:04 am
- Forum: Not a bug
- Topic: 10 Beacon arrangement getting counted as 14
- Replies: 1
- Views: 605
Re: 10 Beacon arrangement getting counted as 14
the 4 modules inside the assembler also contribute to the count, therefore NaB