Search found 324 matches
- Thu Mar 14, 2019 10:33 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 37432
Re: Version 0.17.9
Its not "normal" a CDN is normal used to give the user a ip near their location to improve speed and responsivness. This round robin is just used to spread the load across different servers, which can work better, or worser. It probably also doenst count on the current load of the servers (so this ...
- Tue Mar 12, 2019 12:45 am
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 37432
Re: Version 0.17.9
(I dont get what they have done)
Nothing special, that's just normal DNS operation.
Each time your computer needs to look up an IP for dcdn.factorio.com it gets them in a random order and then picks the first one to connect to. (It would try the other ones in order if it failed to connect to ...
- Sat Mar 09, 2019 1:58 pm
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 12022
Re: Version 0.17.8
0.17.9 + 0.0.1 is not 0.18.0, it's 0.17.10. Same for 0.17.99->0.17.100, and onward forever.
The max value for each version is 65535,
So technically after 0.17.65535, we really have no choice but to make it 0.18.0 (Or maybe it would overflow back to 0.17.0)
from a just crytography ...
- Wed Feb 27, 2019 12:14 am
- Forum: Ideas and Suggestions
- Topic: circuit networks..
- Replies: 16
- Views: 5980
Re: circuit networks..
But I'd like if a distinction between "signal is zero" and "signal is not present" were added.
Most entities would continue to work as now
- Outputting a signal results in that signal being present
- Reading a signal that isn't present is treated as zero
For arithmetic (mainly the arithmetic ...
- Fri Feb 22, 2019 11:21 pm
- Forum: Implemented Suggestions
- Topic: Incremental Updates
- Replies: 9
- Views: 4992
Re: Incremental Updates!
The ingame updater happens to do just that.
If you are using the steam version the ingame updater is probably disabled however as steam takes care of the updating and the devs might be limited in their options there
If you are using the steam version the ingame updater is probably disabled however as steam takes care of the updating and the devs might be limited in their options there
- Thu Feb 21, 2019 1:08 am
- Forum: Ideas and Suggestions
- Topic: circuit networks..
- Replies: 16
- Views: 5980
Re: circuit networks..
And.. If the value of a variable is zero, still show it. Loosing any sign of a variable just because its zero makes debugging circuit networks really tough!
The thing is...every value is zero, unless it's not. If you hover over a power pole, and it says there are 53 Electronic Circuits and ...
- Sat Feb 02, 2019 12:37 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 118125
Re: Friday Facts #280 - Visual Feedback is the king
How do waypoints interact with the circuit network? Are train id and contents available on the tick the train passes through the waypoint?
- Sat Jan 05, 2019 4:16 am
- Forum: Ideas and Suggestions
- Topic: Save password for multiplayer games
- Replies: 15
- Views: 7579
Re: Save password field when joining a server
[...]
First: that's dumb. At least have two or three passwords, distributed among accounts based on how much you care about what they're protecting.
Sensible advice, but laziness and/or ignorance usually wins.
Second: if this is something they implement, there might be some better way to do it ...
- Fri Jan 04, 2019 10:01 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 82713
Re: Friday Facts #276 - Belt item spacing & Script rendering
"Breaks" in the sense of detecing >4 when on full throughput for as long as the two splitted belts have not been emptied, so for about 2 seconds, after that the normal full belt throughput will again be split into 2* 1/2 full belt and detected as 2* 4 items on the belt
Those bits can't empty ...
- Tue Nov 13, 2018 12:32 am
- Forum: Outdated/Not implemented
- Topic: Optimize Drone Movement
- Replies: 58
- Views: 38133
Re: Optimize Drone Movement
There's a simple fix to prevent the bots being stuck in a loop:
Remember the last roboport the bot left/charged at, and whenever the bot needs to charge only allow roboports that are closer to the target than the last one.
Once the bot has reached it's target allow all roboports again.
Keeps the ...
Remember the last roboport the bot left/charged at, and whenever the bot needs to charge only allow roboports that are closer to the target than the last one.
Once the bot has reached it's target allow all roboports again.
Keeps the ...
- Tue Oct 16, 2018 5:51 am
- Forum: Ideas and Suggestions
- Topic: Circuits: enhancing rail signal function
- Replies: 6
- Views: 3260
Re: Circuits: enhancing rail signal function
A signal blocked by circuit condition outputs nothing.ikarikeiji wrote: Mon Oct 15, 2018 12:59 pm If a signal set red only by circuit signal really outputs a red signal back onto the circuit network, I would suggest this is changed as that's really not a useful behaviour.
- Mon Aug 27, 2018 6:05 am
- Forum: Ideas and Suggestions
- Topic: Mitigating the dangers of manual train driving
- Replies: 3
- Views: 2159
Re: Mitigating the dangers of manual train driving
Actually, the train following you is the one that can (and will) stop in time, even if you stop instantly.
The problem is trains crossing or joining your path, as these have a signal already reserved by them (yellow) turn red.
A solution could be to handle the manual train similar to an automatic ...
The problem is trains crossing or joining your path, as these have a signal already reserved by them (yellow) turn red.
A solution could be to handle the manual train similar to an automatic ...
- Sat Jul 21, 2018 10:41 pm
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 18653
Re: Option to make server wait for slowest client
Aslo if the server is set to auto-pause when no-one is connected, then I agree it shouldn't un-pause until the first player to connect actually finishes downloading the map.
I would go one step further: Even if the server doesn't auto-pause, it should pause while the first (and only the first ...
I would go one step further: Even if the server doesn't auto-pause, it should pause while the first (and only the first ...
- Fri Jun 08, 2018 2:42 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 79643
Re: Friday Facts #246 - The GUI update (Part 3)
I keep wondering what the red button at the top of some of those windows does, and why it needs be red. Reload?
Looks like "Reset to preset defaults" to me and since it removes your changes, red seems appropriate. Ideally the button should be disabled while you are at the defaults.
In the same ...
Looks like "Reset to preset defaults" to me and since it removes your changes, red seems appropriate. Ideally the button should be disabled while you are at the defaults.
In the same ...
- Wed May 09, 2018 12:45 am
- Forum: Ideas and Suggestions
- Topic: Could the map be rotated?
- Replies: 9
- Views: 10198
Re: Could the map be rotated?
No, because there would need to be many more graphics made to accomodate this rotation.
Some entities already exist in all possible rotations, e.g. biters, players, cars, trains, ...
The main problems are buildings. But, due to the HR graphics update, most entities should already have proper 3D ...
Some entities already exist in all possible rotations, e.g. biters, players, cars, trains, ...
The main problems are buildings. But, due to the HR graphics update, most entities should already have proper 3D ...
- Tue Mar 13, 2018 7:46 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 54002
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
I posted an error message for the mod Science Pack Dependencies stated below, however the issue seems to lie within your mod instead.
...snip...
I'm pretty sure it's related to the bug mentioned at the end of last page which is already fixed by now. I couldn't get our mods to crash using 1.1.2 ...
...snip...
I'm pretty sure it's related to the bug mentioned at the end of last page which is already fixed by now. I couldn't get our mods to crash using 1.1.2 ...
- Mon Jan 22, 2018 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.17][linux] Game won't start without libssl.so.1.0.0
- Replies: 4
- Views: 4394
Re: [0.16.17] Game won't start without libssl.so.1.0.0 on Linux
Same issue here, game wants libssl/libcrypto 1.0.0, I have 1.0.2 and 1.1 installed. Tricking the linker into using them doesn't work due to missing symbols.
Debian oldstable still has version 1.0.0, but that's, well... old
I recommend linking against a less ancient version of libssl and libcrypto
Debian oldstable still has version 1.0.0, but that's, well... old
I recommend linking against a less ancient version of libssl and libcrypto
- Thu Sep 07, 2017 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Run process at higher priority
- Replies: 7
- Views: 3283
Re: Run process at higher priority
nice (or renice for a process that's already running)Jap2.0 wrote:Is there a Linux equivalent?
But decreasing niceness (aka increasing the priority) usually requires root privileges.
- Wed Aug 30, 2017 8:59 pm
- Forum: Ideas and Suggestions
- Topic: power visualisation change
- Replies: 11
- Views: 4875
Re: power visualisation change
+1
This bothered me for a long time before I got used to the current system but I would prefer this too.
I'm thinking about something like this:
http://i.imgur.com/2aaaf9M.png
I think this is the best option. Except that the numbers on the left (consumption) aren't really necessary as they'll ...
This bothered me for a long time before I got used to the current system but I would prefer this too.
I'm thinking about something like this:
http://i.imgur.com/2aaaf9M.png
I think this is the best option. Except that the numbers on the left (consumption) aren't really necessary as they'll ...
- Fri Jun 09, 2017 3:35 pm
- Forum: Implemented Suggestions
- Topic: Missing Research Requirements fix [0.15]
- Replies: 19
- Views: 12284
Re: Missing Research Requirements fix [0.15]
I chuckle at this whole discussion, because as a new player I find the entire tech tree (beginning at 3 layers down) to be so convoluted and confusing that probably only the most experienced players would even notice these issues. The UI for the tech tree needs work.
Fear not! After adding all ...
Fear not! After adding all ...