Search found 294 matches
- Thu Feb 28, 2019 2:52 am
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 3990
Re: Slow Pickup for Turret Walking
I think when gun turrets got their own extra damage boost from research, which actually goes past 100% but it does start off a lot less.
- Thu Feb 28, 2019 1:13 am
- Forum: Technical Help
- Topic: Bad peformance on my PC
- Replies: 3
- Views: 897
Re: Bad peformance on my PC
Not tried in 0.17 yet with a megabase, but previously I had issues with too many ghosts, especially if the construction bots can't full-fill them immediately. They don't have to be on screen, the sprite/entity impact from them is very low, id say its something to do with logistics network (for examp...
- Wed Feb 27, 2019 7:15 pm
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 6668
Re: 0.17 Coal Liquefaction
It isnt just for coal -> oil -> soild fuel -> energy though. If you dont have much oil around it gets you red circuits, electric engines, batteries and other essential items. If there is a problem there its the amount of oil you need to get the tech itself. Potentially solid fuel for rockets, but by...
- Wed Feb 27, 2019 6:02 pm
- Forum: Gameplay Help
- Topic: [0.17.1] Can't modify quickbar through inventory
- Replies: 12
- Views: 2432
Re: [0.17.1] Can't modify quickbar through inventory
You can middle-click a quick bar slot and select an item there from all the non "hidden" items. It would be nice however if it contained the initial items, or maybe even I could save it for a new game.
You can also filter player inventory slots with middle click.
You can also filter player inventory slots with middle click.
- Wed Feb 27, 2019 5:31 pm
- Forum: General discussion
- Topic: Slow Pickup for Turret Walking
- Replies: 26
- Views: 3990
Re: Slow Pickup for Turret Walking
Gun turrets still have the extra bonuses of 0.16, they just rolled all the techs together. When I looked, not including infinite techs the total damages looked identical to 0-16 to me. Laser turrets do 80 damage with 9.6 shots/sec, AP turrets do 60.32 with 25 shots/sec, and Uranium do 180.96 (for ve...
- Wed Feb 27, 2019 4:44 pm
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 7394
Re: Player Power Curve vs Biter Power Curve imbalanced
You can make the start of the game almost impossible, but long game, if you want a challenge right now, even in 0.17 from my testing, more limitations are needed, which the player can set themselves. Question: should we make some of these limitations that the player can enforce from the start of th...
- Wed Feb 27, 2019 3:46 pm
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 6668
Re: 0.17 Coal Liquefaction
Wonder if this was intentional. Coal liquefaction to oil to solid fuel to energy never really made sense to me, but from a pure gameplay perspective, getting something better for a more complex solution is interesting. Coal liquefaction however was and still is very useful when you have an oil starv...
- Wed Feb 27, 2019 3:07 pm
- Forum: Not a bug
- Topic: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
- Replies: 14
- Views: 3911
Re: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
That is what I meant, use the OS size, don't try to query the monitor/hardware or such unless you really want to deal with a lot of complexities. For Windows from my reference I believe it is `GetDpiForMonitor(monitor, MDT_EFFECTIVE_DPI, x, y)` which gives you a corrected fake-dpi. Need to handle mu...
- Wed Feb 27, 2019 2:58 pm
- Forum: Not a bug
- Topic: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
- Replies: 14
- Views: 3911
Re: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
Ideally the default scaling would be the font DPI divided by the display DPI (via `SDL_GetDisplayDPI()`). I haven't found a cross-platform way to get the font DPI yet though. Its a more complicated problem than simple DPI anyway, so that is only a half-solution in general for software. You need to ...
- Wed Feb 27, 2019 1:48 pm
- Forum: Not a bug
- Topic: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
- Replies: 14
- Views: 3911
Re: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
If high-res sprites are at the relevant native size (40x40?) then that will defiantly solve it :) , at 27" individual pixels are easily visible. I wonder if it should follow the users OS setting by default, on even 1080p ultra book I had OS scaling turned up a little because its so small physic...
- Wed Feb 27, 2019 10:23 am
- Forum: Ideas and Suggestions
- Topic: Player Power Curve vs Biter Power Curve imbalanced
- Replies: 43
- Views: 7394
Re: Player Power Curve vs Biter Power Curve imbalanced
well the last FFF showed what i didnt expect. Devs buff biters. This is all i wanted actually. Will see if it now feels like a challange or if nothing changes at all. With endless research in turret damage it should still not change much (and i have to upgrade something just to produce pollution at...
- Wed Feb 27, 2019 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Numpad "Enter" doesn't make you enter a train anymore
- Replies: 2
- Views: 725
Re: [0.17.1] Numpad "Enter" doesn't make you enter a train anymore
You can bind it manually (Controls -> Game -> Enter/Leave vehicle), shows up as "KEYPAD ENTER".
Interestingly, it calls the main enter key "RETURN".
Interestingly, it calls the main enter key "RETURN".
- Wed Feb 27, 2019 12:19 am
- Forum: Not a bug
- Topic: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
- Replies: 14
- Views: 3911
[0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
On 0.17.1 on my 1440p display the game defaults to 125% UI scale, which makes all the images such as item icons look blurry and generally not very nice. The default on 0.16.51 is 100% UI scale. While this can be easily changed, I mostly only knew to do so due to being familiar with the effect and ho...
- Sun Sep 10, 2017 11:37 am
- Forum: Gameplay Help
- Topic: Move goods without belts
- Replies: 5
- Views: 1769
Re: Move goods without belts
wrong. It's just not something you can do with assembly machines. This works only on entities without outputs. To be clear, just having an inserter does work with assemblers, chemical plants, etc., but only when taking an output and placing it as an input . For example with green circuits is a very...
- Mon Aug 28, 2017 11:05 am
- Forum: Gameplay Help
- Topic: Labs design
- Replies: 9
- Views: 4807
Re: Labs design
Id normally want at least a dozen labs to start, so yep, that seems a bit much for just 2 labs :) You want to make use of both half of the belts, so then you only need 4 belts (you forgot space science in your design, so say red/green, blue/black, yellow/purple and white :) ). Also generally I think...
- Mon Aug 28, 2017 10:30 am
- Forum: Resolved Problems and Bugs
- Topic: [15.33] Server not responding, yet able to download
- Replies: 8
- Views: 4277
Re: Server not responding, yet able to download
I see this "Server not responding" pop up for a few moments when downloading for pretty much any server (generally between 1MB/s and 3MB/s although Factorio is pretty inconsistent, even to the same machine). The download bar keeps progressing even with the "server not responding"...
- Mon Aug 28, 2017 10:21 am
- Forum: Ideas and Suggestions
- Topic: Dont default sort multiplayer by name
- Replies: 2
- Views: 1047
Dont default sort multiplayer by name
I think multiplayer really needs a default sort by anything other than name (number of players, playtime, lowest ping to user, whatever). Having a default sort by name encourages people to keep coming up with things with a lower sort order. There is even a bunch of servers starting with spaces now i...
- Tue Aug 01, 2017 10:45 am
- Forum: Ideas and Suggestions
- Topic: Re-Plant Trees
- Replies: 56
- Views: 29105
Re: Possibility to Plant Trees
Mods to make a decentwood based fuel setup cause too much lag right now, but would be cool if devs could make a highly optimised version as a solar/nuclear alternative.
Make each tree give a meaningful amount of fuel value, and bots to auto plant and harvest. Or of course find another use for wood.
Make each tree give a meaningful amount of fuel value, and bots to auto plant and harvest. Or of course find another use for wood.
- Sun Jul 30, 2017 9:50 pm
- Forum: Balancing
- Topic: portable solar panels
- Replies: 42
- Views: 14810
Re: portable solar panels
I think they are perfectly fine still for modular armour. Somthing in betweeen (using say a vouple hundred red circuits) might be useful, but not just a significant buff.
Or nerf reactors. IMO they are pretty op as people rarely run out of energy unless spamming lasers and fighting near constantly.
Or nerf reactors. IMO they are pretty op as people rarely run out of energy unless spamming lasers and fighting near constantly.
- Fri Jul 28, 2017 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 9937
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
That doesn't work in something like Factorio. The vast majority of things in the game don't "move" in the typical FPS/RTS sense. They have animation indexes and animation speeds which vary wildly between each frame. Additionally storing all of this information twice would increase RAM usa...