The graphics are the slowest part of those games. The graphics are NOT the slowest part of Factorio. The simulation in factorio is much more CPU intensive than any of those other games.Blackjack1000K wrote:i can run games with better graphics like gta sa,rimworld,prison architect etc.
Search found 1521 matches
- Mon Mar 10, 2014 3:04 pm
- Forum: General discussion
- Topic: Planning on getting a better game engine?
- Replies: 23
- Views: 14759
Re: Planning on getting a better game engine?
- Mon Mar 10, 2014 3:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Provide better error message when updater fails
- Replies: 5
- Views: 2963
Re: [0.9.2] Updater behaves badly when files are modified
Even if this isn't supposed to work, it's still a bug that the user is not informed of why the game is broken. At the very least, there should be a dialog that says "update process interrupted due to change in file XXX".
- Sun Mar 09, 2014 4:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] car-type sprite sheet renders fully transparent
- Replies: 7
- Views: 5257
[0.9.2] car-type sprite sheet renders fully transparent
I am trying to make a type="car" entity and use the attached sprite sheet. I have made an exact copy of the "car" entity and changed only the pictures attribute as follows:
pictures =
{
filename = "__im-on-a-boat__/graphics/entity/raft-sheet.png",
line_length = 8,
frame_width = 48,
frame ...
pictures =
{
filename = "__im-on-a-boat__/graphics/entity/raft-sheet.png",
line_length = 8,
frame_width = 48,
frame ...
- Sun Mar 09, 2014 3:14 pm
- Forum: General discussion
- Topic: German Factorio Forums
- Replies: 9
- Views: 6157
Re: German Factorio Forums
Agreed, having language-specific forums only splits the community. Do you mean this about having different forum websites, or about having language specific sub-forums on the same site?
Here is a forum that is 90% german, 10% other languages, and it works well to have language sub-forums on the ...
Here is a forum that is 90% german, 10% other languages, and it works well to have language sub-forums on the ...
- Sun Mar 09, 2014 5:59 am
- Forum: Gameplay Help
- Topic: How to build a plane?
- Replies: 5
- Views: 5701
Re: How to build a plane?
And it's flagged as advanced-manufacturing, which prevents assembly by hand, I think? Good question. I'm gonna fall back on it not being ready.
- Sun Mar 09, 2014 12:02 am
- Forum: Gameplay Help
- Topic: How to build a plane?
- Replies: 5
- Views: 5701
Re: How to build a plane?
PS: 0.9.2 has an item entry for small-plane but no entity entry for small-plane, so planes might not work yet?
- Sun Mar 09, 2014 12:02 am
- Forum: Gameplay Help
- Topic: How to build a plane?
- Replies: 5
- Views: 5701
Re: How to build a plane?
Assembling Machine 2 has 4 slots, that should be enough.
- Sun Mar 09, 2014 12:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Control settings editor page has "Unknown key"
- Replies: 2
- Views: 1911
Re: [0.9.2] Control settings editor page has "Unknown key"
This appears to be a deficiency in __core__/locale/en/controls.cfg
- Sat Mar 08, 2014 11:58 pm
- Forum: Not a bug
- Topic: [0.9.2] Alt mode icons on chests may be difficult to see
- Replies: 6
- Views: 7486
Re: [0.9.2] Alt mode icons on chests may be difficult to see
I, too, prefer the old behavior. I made a feature request to make things behind the alt icon more visible, but this is not what I had in mind.
- Sat Mar 08, 2014 7:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 149335
Re: [MOD 0.9.x] AdvancedEquipment v0.3.1
I am sad to report that the mod doesn't quite work with 0.9.2, it makes my game crash when I try to load a game, even a newly generated and just saved/loaded right at the start.
I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when ...
I have no clue about what does that, so I can't help fixing it, and that's sad, because it was a very decent mod, when ...
- Sat Mar 08, 2014 7:20 pm
- Forum: Gameplay Help
- Topic: Oil Fields,
- Replies: 4
- Views: 5564
Re: Oil Fields,
They are bright pink squares on the mini map. I think that if you are using a save from before 0.9 that you'll have to explore new chunks of the map for them to get generated.
- Sat Mar 08, 2014 7:20 pm
- Forum: General discussion
- Topic: German Factorio Forums
- Replies: 9
- Views: 6157
Re: German Factorio Forums
If there is demand for language-specific forums I hope the devs would host them here.
there is alredy a french and russian forums:
http://www.factorio.com/community
They seem to be unnused but yea. They would get used more if they were here.
I'm part of a lot of online forums where there are many ...
there is alredy a french and russian forums:
http://www.factorio.com/community
They seem to be unnused but yea. They would get used more if they were here.
I'm part of a lot of online forums where there are many ...
- Sat Mar 08, 2014 7:03 pm
- Forum: Mods
- Topic: [MOD 0.9.2] Insert This
- Replies: 15
- Views: 17804
Re: [MOD 0.9.2] Insert This
Here is a comparison of steel furnace layouts using the 90 degree inserters. The bottom one seems ideal. It is 17% smaller and uses fewer steel power lines than the "normal" middle layout.
- Sat Mar 08, 2014 6:58 pm
- Forum: General discussion
- Topic: German Factorio Forums
- Replies: 9
- Views: 6157
Re: German Factorio Forums
If there is demand for language-specific forums I hope the devs would host them here.
- Sat Mar 08, 2014 6:28 pm
- Forum: Mods
- Topic: [MOD 0.9.x] More Inserters! v1.1
- Replies: 13
- Views: 19049
Re: [MOD 0.9.x] More Inserters! v1.1
I think you also need to add 0.5 to the distance to get the coordinate's Y value.N3X15 wrote:I assume that the correct update process is to simply change whatever_distance to whatever_position = {0, <old value>}, and making the pickup_position's y value negative.
- Sat Mar 08, 2014 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] Robots not using frames
- Replies: 7
- Views: 3722
Re: [0.9.2] Robots not using frames
Yes, this slipped here, fixed for 0.9.3 :)
Can we fix it editing a lua file?
Yes. It's in data/base/prototypes/recipe/recipe.lua
{
type = "recipe",
name = "logistic-robot",
enabled = "false",
ingredients =
{
{"advanced-circuit", 2}
},
result = "logistic-robot"
},
{
type = "recipe ...
Can we fix it editing a lua file?
Yes. It's in data/base/prototypes/recipe/recipe.lua
{
type = "recipe",
name = "logistic-robot",
enabled = "false",
ingredients =
{
{"advanced-circuit", 2}
},
result = "logistic-robot"
},
{
type = "recipe ...
- Sat Mar 08, 2014 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] crash when loading save with "Test mode" mod
- Replies: 7
- Views: 5452
- Sat Mar 08, 2014 3:35 pm
- Forum: Modding help
- Topic: Require technology for recipe?
- Replies: 3
- Views: 2315
Re: Require technology for recipe?
Thanks, that did it! That's what I get for copying base recipes instead of high tech recipes 
- Sat Mar 08, 2014 3:25 pm
- Forum: Modding help
- Topic: Require technology for recipe?
- Replies: 3
- Views: 2315
Require technology for recipe?
I've written two mods that add new recipes and a new technology for those recipes. The technology appears as expected, unresearched, with prerequisites, and allowing the recipes in question. But the recipes are available at the start of the game. How do I stop them from being available?
- Sat Mar 08, 2014 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.2] pipe to ground distance limit weird
- Replies: 3
- Views: 1598
Re: [0.9.2] pipe to ground distance limit weird
Just in case you're willing to change your mind... I think sum would make more sense, in terms of realistically representing the amount of materials/pipes that were invested in the creation of the pipe to ground. One pipe to ground costs 5 pipes (two cost 10), and two of them can span 10 tiles. If ...