Search found 231 matches
- Mon Sep 19, 2016 2:33 pm
- Forum: Ideas and Suggestions
- Topic: Collectors Edition
- Replies: 0
- Views: 590
Collectors Edition
With talk of 0.16 being dubbed 1.0 after stabilization and the exit of "early access" (ya, steamism..) I'm wondering if any thought has been put into a collectors edition? I subscribe to a service called IndieBox (http://www.theindiebox.com/), and these guys do a fantastic job collaboratin...
- Mon Sep 19, 2016 2:22 pm
- Forum: Implemented Suggestions
- Topic: Railroad Crossing
- Replies: 2
- Views: 1512
Re: Railroad Crossing
Hi, Every day some poor, undeserving player gets killed unexpectedly while crossing a railroad while some freight trains comes barreling down the rails at full speed without regards. Trains are a menace to health. That needs to be stopped. :) I suggest building a railroad crossing so players can pa...
- Mon Sep 19, 2016 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
- Replies: 19
- Views: 8633
Re: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
<3kovarex wrote:Fixed for 0.14.8
- Mon Sep 19, 2016 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] Flashing chat colors after just 12200 hours ingame
- Replies: 23
- Views: 25537
Re: [0.13.8] Flashing chat colors after just 12200 hours ingame
I'm not much of a C programmer, but I think that upgrading to 64-bits would drop support for 32-bit OSs? idk, just a thought Nah, 32 bit OS's can handle 64 bit numbers, it's just a little harder for them. Usually they'll combine two 32 bit registers for the task. They can even do larger numbers, bu...
- Mon Sep 19, 2016 7:20 am
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
- Replies: 19
- Views: 8633
Re: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
Ya this one appears to be unpredictable. I'm experiencing several crashes per session and specifics of signal placement or how the rail is being extended doesn't seem to matter all that much. I could try to hold on to saves each time it happens if you don't already have plenty.
- Sun Sep 18, 2016 8:15 pm
- Forum: General discussion
- Topic: Is blue belt worth the cost in resources?
- Replies: 19
- Views: 14454
Re: Is blue belt worth the cost in resources?
When I started setting production goals for tier 3 modules my definition of "expensive" changed. I could pave my entire map in blue belts for what I spend on modules in an hour.
- Sun Sep 18, 2016 8:00 pm
- Forum: General discussion
- Topic: [14.3] Unable to "Catch Up" with capable hardware
- Replies: 49
- Views: 27385
Re: [14.3] Unable to "Catch Up" with capable hardware
@mknejp, has it exactly right. I've had to work pretty damn hard to squeeze as much performance out of everything as I can in my own software. Removing inheritance trees goes a long way to helping with instruction cache. There's other things to consider, too, such as the branch predictor (which can...
- Sun Sep 18, 2016 6:33 pm
- Forum: General discussion
- Topic: Permanent Biter Defense
- Replies: 32
- Views: 24221
Re: Permanent Biter Defense
I'm starting to think that there may be a balance problem in Factorio atm. Factorio definitely has some balance problems, but tbh I think the ability to build a "perfect" defense would be a balance problem in and of itself. The logistical challenge of a self sustaining wall is a good one,...
- Sun Sep 18, 2016 9:26 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 994782
Re: Factorio Roadmap for 0.15 + 0.16
Yeah but there should still be a better means of mass-clearing biters in vanilla, if not automated then very easy (but expensive). Such as a souped up tank with a big module grid kitted out with loads of shields and weapons. I like the idea of automating biter "management." ;) I'd say man...
- Fri Sep 16, 2016 12:51 am
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
- Replies: 19
- Views: 8633
[HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
I'm getting a reproducible crash right after laying down a rail blueprint. Links to the log and save are below. When you load the save you'll be holding a 90 degree turn rail blueprint. Rotate it once then place it so that the lights on the left of the blueprint are to the tile just left of the ligh...
- Thu Sep 15, 2016 11:20 pm
- Forum: Duplicates
- Topic: [0.14.5] Continuous Fire and The Eternal Flame
- Replies: 2
- Views: 721
Re: [0.14.5] Continuous Fire and The Eternal Flame
Fair enough... can I get some of this special forever burning grass for my boilers, then?Loewchen wrote:Have both been reported before and both deemed not a bug.
*EDIT*: My eternal flame died... *sniff*
- Thu Sep 15, 2016 10:28 pm
- Forum: Duplicates
- Topic: [0.14.5] Continuous Fire and The Eternal Flame
- Replies: 2
- Views: 721
[0.14.5] Continuous Fire and The Eternal Flame
Near one of my walls guarded by flame turrets a biter base had expanded so close that it was continually aggroing new biters from the nearby spawners. This was more amusing than anything, but I noticed that a couple of the flame turrets were firing continuously at a single spot on the ground. I thin...
- Wed Sep 07, 2016 3:01 am
- Forum: Implemented Suggestions
- Topic: Gain Property for Music Tracks
- Replies: 2
- Views: 1103
Re: Gain Property for Music Tracks
Thanks! I'll give that a try and report.
- Tue Sep 06, 2016 10:37 pm
- Forum: Implemented Suggestions
- Topic: Gain Property for Music Tracks
- Replies: 2
- Views: 1103
Gain Property for Music Tracks
I use mods that add music to the game soundtrack, and one problem is that most music is mixed for a much higher average volume than the vanilla tracks so come through quite loud. Rather than re-encode from a lossy source file (and suffer a generational quality loss) to reduce the volume it would be ...
- Fri Aug 12, 2016 3:40 pm
- Forum: General discussion
- Topic: Bitter Wars
- Replies: 4
- Views: 1842
Re: Bitter Wars
Them biters sure are bitter! .... sorry, couldn't resist!
- Fri Aug 12, 2016 3:16 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 82849
Re: Friday facts #151 - The plans for 0.14
Come November I think you might be kicking yourself for that quote. I'm already excited for 0.14, all of this stuff is going to add so much polish to an already exceptional game!We expect this update to take less time compared to 0.13, so November might be a realistic estimate.
- Fri Aug 12, 2016 3:00 pm
- Forum: News
- Topic: Friday Facts #150 - New Terrain Experiments
- Replies: 57
- Views: 36097
Re: Friday Facts #150 - New Terrain Experiments
that would mean talking about barriers, thread conditions, vsyncs, and many boring small problems Awe... that stuff is probably the _most_ interesting things to discuss! :D it leaves possibility to free the FPS and UPS, so we can have for example 144 FPS/60 UPS. I love you guys!! One of my biggest ...
- Tue Jul 19, 2016 9:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.8] Flashing chat colors after just 12200 hours ingame
- Replies: 23
- Views: 25537
Re: [0.13.8] Flashing chat colors after just 12200 hours ingame
Well, timer variable is probably not the only one, that is stored in the said size. There are probably lots of variable up to a few per entity, that need the same amount of ram. Something that massively used certainly could make a difference in memory footprint. Also, allocating additional bytes fo...
- Tue Jul 19, 2016 7:58 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339062
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32
You say that I should not have inserters on tank wagon load rails. I can easily remove the inserters from my oil load and unload tracks but sometimes game routes trains in very odd way and sometimes an oil train go through ore loading tracks with inserters and also stop on them to wait green signal...
- Tue Jul 19, 2016 2:56 pm
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20737
Re: Best way to defend
I've just build a wall of gun turrets around my base, works very well.. http://images.akamai.steamusercontent.com/ugc/284100092854822829/D3466E742D6EF68306DA671F7158261FA729755F/ Ya, when I learned 0.13 stopped victory poling (which I know can be re-enabled.. but screw it, it was cheap anyway) I de...