Search found 78 matches
- Fri Mar 03, 2017 5:46 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67023
Re: Friday Facts #180 - Map interaction
All these additions are very nice but I want to see all my stuff in logistic network, when this is gonna be fixed? +1 This is very bothering if you just throw everything into your logistic network while playing on a low resolution device. Maybe add a scrolling bar to the logistic network storing ov...
- Fri Mar 03, 2017 3:41 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67023
Re: Friday Facts #180 - Map interaction
All these additions are very nice but I want to see all my stuff in logistic network, when this is gonna be fixed?
- Tue Feb 21, 2017 8:16 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200554
Re: Parrallel processing in games & applications
In modern times memory bandwidth is the main limiter which is around 20Gb/s in hardware where factorio targets itself. I've heard that before from a dev that memory bandwidth is the limiting factor. I believe you are just guessing, because I have numbers that show a different situation. I ran some ...
- Sat Jan 07, 2017 6:23 pm
- Forum: News
- Topic: Friday Facts #172 - Blending and Rendering
- Replies: 46
- Views: 22737
Re: Friday Facts #172 - Blending and Rendering
Another minor niggle relating to the rail signals is the inventory icon versus the placed object: - the Rail Signal icon has two lights, but three when placed into the world; - the Chain Signal icon has three lights, and only one when placed into the world. From reddit https://www.reddit.com/r/fact...
- Fri Dec 23, 2016 7:35 pm
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 35139
Re: Friday Facts #170 - Blueprint library GUI design and redesign
Norbert welcome to the team. I look forward to your work the UI needs some love!
- Fri Dec 09, 2016 6:21 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73865
Re: Friday Facts #168 - Nightvision Nightmare
That second picture looks the best, the 3rd picture is just awful...
- Fri Oct 28, 2016 5:06 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 63545
Re: Friday Facts #162 - Theme Art Again
The alien artifact removal is welcome change it was more of a annoyance also if you multiplied the fluid values by 10 I hope you didn't forget to multiply the barrel volume.
- Fri Oct 07, 2016 8:48 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 104372
Re: Friday Facts #159 - Research revolution
Another thought on this, as I'm sure not everyone agrees with me (though they are WRONG :D ) is to have the science factor be governed by a game setting. Allowing masochist to make the game take more science if they desire it. Marathon mod. I don't like the marathon mod. I don't want everything in ...
- Fri Sep 23, 2016 6:04 pm
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 41711
Re: Friday facts #157 - We are able to eat paper, but we don't do it
WOW liquid wagon and pump looks AWESOME!
I am glad you are changing the decorations. The mod to remove them was made as a response to my not a bug report "Save file size increased ~5 times"] because the save file size was ridiculous on bigger maps.
I am glad you are changing the decorations. The mod to remove them was made as a response to my not a bug report "Save file size increased ~5 times"] because the save file size was ridiculous on bigger maps.
- Sat Aug 06, 2016 7:59 am
- Forum: Not a bug
- Topic: [0.13.13] Save file size increased ~5 times
- Replies: 11
- Views: 6619
Re: [0.13.13] Save file size increased ~5 times
I'll give an example then from the save thats attached to this bug report. It's initial entity count is about 12 mil. After removal of all decorations this number drops to about 1.7 mil. Size of save file is reduced to about 25MB. I also made small mod (named undecorator) that will do the cleanup a...
- Thu Aug 04, 2016 10:53 pm
- Forum: Not a bug
- Topic: [0.13.13] Save file size increased ~5 times
- Replies: 11
- Views: 6619
Re: [0.13.13] Save file size increased ~5 times
As orzelek said, the amount of desert is crucial for the savegame size and as the .13 map creation of yours has those and the .12 one does not it explains the difference while not being a bug. It is not really just desert related in my opinion... if you watch the entities number while the map is re...
- Thu Aug 04, 2016 9:52 pm
- Forum: Not a bug
- Topic: [0.13.13] Save file size increased ~5 times
- Replies: 11
- Views: 6619
Re: [0.13.13] Save file size increased ~5 times
If I may ask what is classified as entity, it does not make any sence to me... the map is big empty of nothing. The map revealed is smaller in Temp vs 1st base (27,335 vs 23,024) but there is still more entities 12,000,000 vs 3,150,000 while I have build allmost nothing and there are no biters, I h...
- Thu Aug 04, 2016 12:20 pm
- Forum: Not a bug
- Topic: [0.13.13] Save file size increased ~5 times
- Replies: 11
- Views: 6619
Re: [0.13.13] Save file size increased ~5 times
If I may ask what is classified as entity, it does not make any sence to me... the map is big empty of nothing. The map revealed is smaller in Temp vs 1st base (27,335 vs 23,024) but there is still more entities 12,000,000 vs 3,150,000 while I have build allmost nothing and there are no biters, I ha...
- Thu Aug 04, 2016 11:26 am
- Forum: Not a bug
- Topic: [0.13.13] Save file size increased ~5 times
- Replies: 11
- Views: 6619
[0.13.13] Save file size increased ~5 times
I don't know why but all of a sudden my loading and saving times took very long time than usual. Instead of 1-2s loading is now 6s loading and instead of 1s saving time is now 4s... and before you ask, it's not my slow computer (i7-6700K@4.6GHz and SSD 500+ MB/s read/write speed, 90000+ IOPS). So I ...
- Tue Aug 02, 2016 6:01 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41194
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Wow that was quick, I didn't expect thatKillkrog wrote:Implemented for next update.madpav3l wrote:Could you add a button for this?
Thanks for a great mod
- Mon Aug 01, 2016 6:12 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41194
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Hi Killkrog,
could you add a button for this?
Thanks
could you add a button for this?
Code: Select all
/c remote.call("KBlueprints", "Fix Old Blueprint")
Hold a blueprint from versions before 0.12.32 and it will be updated. Make sure to re-save the blueprint.
- Fri Jul 29, 2016 10:03 pm
- Forum: News
- Topic: Friday Facts #148 - Optimizations for 0.14
- Replies: 49
- Views: 29173
Re: Friday Facts #148 - Optimizations for 0.14
Well it's 3 minutes past midnight in Czech Republic and no FFF... I wonder when they will post it
- Wed Jul 27, 2016 9:55 pm
- Forum: Show your Creations
- Topic: Mass production 3? How are you getting along?
- Replies: 4
- Views: 11045
Re: Mass production 3? How are you getting along?
About 15 hours of work on that achievement.
I did not find any use for 20M electronic circuit so I made a storage...
In the end I had stored 16.700.000 electronic circuit with a production of 19200 / min.
- Sun Jul 24, 2016 12:54 pm
- Forum: Won't fix.
- Topic: [0.13.10] Trains can pass in the gap between vagons
- Replies: 3
- Views: 2651
[0.13.10] Trains can pass in the gap between vagons
Trains can pass through the gap between wagons/locomotive without stopping or damaging/destroying the other train or itself.
See the screenshots below or easily reproduce it in the game.
See the screenshots below or easily reproduce it in the game.
- Tue Jun 28, 2016 4:27 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Mod Iconizer
- Replies: 26
- Views: 17524
Re: [MOD 0.12.x] Mod Iconizer
Does not work with 0.13, eagerly waiting for a fix
Thanks
Thanks