Search found 409 matches

by ske
Wed Nov 28, 2018 11:43 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

Implement a loss factor on the power grid on the basis of the number of power entities (power poles and such). This has been suggested and rejected multiple times. In my opinion it is a good idea and should be implemented. The argument for rejection was that it hurts the UPS and they'd rather turn ...
by ske
Wed Nov 28, 2018 11:21 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

firs person factorio? when Soon. Sign up for closed alpha access: https://www.satisfactorygame.com/ (or play now? https://store.steampowered.com/app/254200/FortressCraft_Evolved/) Pretty cool games but totally different from factorio in my opinion. You can't compete with them and you don't have to ...
by ske
Sun Nov 25, 2018 7:41 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

If it is sufficient, could you rewrite the game logic in such a way, that it creates a separate data structure for each frame in a new memory area? So 0.17 sometime in 2020? :) :o I hope I didn't give you any new ideas. I mean I think it could probably be done. What the operating system is doing du...
by ske
Sun Nov 25, 2018 7:29 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

In server options/config you can enable non-blocking saving, though it seems it doen't work on windows? nonblock.png Interesting, I wonder what technology it's using. It's forking the factorio process, that's why it doesn't work on Windows (no official fork on Windows, and we didn't managed to make...
by ske
Sun Nov 25, 2018 6:05 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

eradicator wrote: ↑
Sun Nov 25, 2018 2:44 pm
In server options/config you can enable non-blocking saving, though it seems it doen't work on windows?
nonblock.png
Interesting, I wonder what technology it's using.
by ske
Sun Nov 25, 2018 2:25 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

it was rejected for some reason I'd like to know that reason. Most likely running two server/simulation processes on most processors reduces maximum UPS considerably since factorio performance is said to be memory bound. Also doubling the background logic could be somewhat complicate things. But I ...
by ske
Sun Nov 25, 2018 2:21 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Koub wrote: ↑
Thu Nov 15, 2018 11:27 pm
[Edit] removed superfluous space, thanks OCDman :)
Thank you very much 8-)
foodfactorio wrote: ↑
Sun Nov 25, 2018 5:34 am
i see the humour you are using :)
though shouldn't you have said "it's the weekend" :D - joke
:shock: I should've, it's the weekend!
by ske
Sat Nov 24, 2018 1:03 am
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 24994

Re: Friday Facts #270 - HR Substation & Save/Load overview

Could we have a dual server setup without pauses? In bigger games, there's always people joining and sometimes the game seems to stop every 10 seconds. The primary server that serves the active players are connected to never pauses for saving. The secondary server is connected to the primary server ...
by ske
Fri Nov 16, 2018 3:15 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 57070

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

I like those new belt sprites, I can already see where we could attach the motor that makes them move! The result was, that if it all goes well, we could be done in 6-9 months. This is probably not something you wanted to hear. Actually this is much better than expected. Thanks for sharing your road...
by ske
Fri Nov 16, 2018 3:00 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Koub wrote: ↑
Thu Nov 15, 2018 11:27 pm
I've seen people complaining when the Devs didn't answer to posts during sunday. Whatever the day of a release, people will complain if bugs are not corrected real time , even during christmas holiday.
Could you correct that space before your second comma? But don't hurry, it's weekend.
by ske
Mon Nov 12, 2018 9:56 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30018

Re: Friday Facts #268 - The modern Biter

Yes, I agree, that was a stupid thing for me to say. On the other hand, maybe the devs will keep around low-res sprites for players who find the high-res biters disturbing, although that wouldn't be much of a solution either. Come to think of it, someone may have to mod less disturbing models in or...
by ske
Sun Nov 11, 2018 12:39 pm
Forum: News
Topic: Friday Facts #268 - The modern Biter
Replies: 115
Views: 30018

Re: Friday Facts #268 - The modern Biter

Those rubbery biters widdle along a winding path.
by ske
Thu Nov 08, 2018 5:31 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

I read another forum for an EA game where the same worries (and additionally accusations of abandonment or bad management) are posted every alpha because every alpha-release takes longer than the previous one. And every alpha it becomes apparent that there was no feature-creep because immediately s...
by ske
Thu Nov 08, 2018 12:34 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

"It'll be ready when it's ready, there is no date set." That's what worries me. They seem to pile feature upon feature and hope to be done "soon" and when they think they are ready they start to see the loose ends and need to rework some interaction things which brings up more l...
by ske
Wed Nov 07, 2018 8:20 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Koub wrote: ↑
Mon Nov 05, 2018 1:24 pm
And there hasn't been given any clue on when the announcement of the date of the announcement was expected to be announced either.
Here, have a painkiller for your headache :)
Any indication on when you will not make any announcements about the date?
by ske
Mon Nov 05, 2018 11:54 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Koub wrote: ↑
Mon Nov 05, 2018 6:46 am
Uggeli wrote: ↑
Mon Nov 05, 2018 5:57 am
The real question is when experimental 0.17 is released?
When it's ready, somewhere in the future. No date announced.
Is the projected date coming closer or is it currently pushed back faster than the clock turns?
by ske
Sun Nov 04, 2018 11:12 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 30319

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

Can we use cliff explosives on biter bases?
by ske
Tue Oct 30, 2018 6:25 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135356

Re: Friday Facts #266 - Cleanup of mechanics

I honestly think it'd be great if AM1 was burner powered. Players are forced too early and too hard to get electricity and there's too many new concepts being piled on players in the early game as is. As a burner device it is almost enough burner content for players to run a complete burner tier ba...
by ske
Tue Oct 30, 2018 6:41 am
Forum: General discussion
Topic: The Problem With Pickaxes - Digging Out Factorio's Core
Replies: 100
Views: 22820

Re: The Problem With Pickaxes - Digging Out Factorio's Core

I'd add the stack size bonus that applies to normal inserters and even burner inserters. Voila, suddenly all your inserters have double or triple speed. How is that possible? Also magic beacons that somehow make things move faster.
by ske
Mon Oct 29, 2018 7:45 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 135356

Re: Friday Facts #266 - Cleanup of mechanics

Factorio basically IS the freeplay right now. People know it as a sandbox, all the reviews laud it as a sandbox, most of the millennia of combined youtube videos of the game treat it as a sandbox. This sets expectations, true. We can never change it then as someone would be disappointed. "We'r...

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