Search found 78 matches

by madpav3l
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...
by madpav3l
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?
by madpav3l
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 ...
by madpav3l
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...
by madpav3l
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!
by madpav3l
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...
by madpav3l
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.
by madpav3l
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 ...
by madpav3l
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.
by madpav3l
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...
by madpav3l
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...
by madpav3l
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...
by madpav3l
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...
by madpav3l
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 ...
by madpav3l
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

Killkrog wrote:
madpav3l wrote:Could you add a button for this?
Implemented for next update.
Wow that was quick, I didn't expect that :)
Thanks for a great mod
by madpav3l
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?

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.
Thanks
by madpav3l
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 :)
by madpav3l
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.
GsAfWv2.jpg
GsAfWv2.jpg (753.45 KiB) Viewed 10529 times
I did not find any use for 20M electronic circuit so I made a storage...
2016-07-27_23-41-39.jpg
2016-07-27_23-41-39.jpg (1.43 MiB) Viewed 10529 times
In the end I had stored 16.700.000 electronic circuit with a production of 19200 / min.
OeiOQqZ.jpg
OeiOQqZ.jpg (1.44 MiB) Viewed 10529 times
by madpav3l
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.
by madpav3l
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

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