Search found 294 matches
- Fri Apr 29, 2016 1:22 pm
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 6
- Views: 2190
Re: MP Dedicated Server - Autosave when no players are connected
And it can't crash when paused when it's not doing anything. That is not really true, even if the game is not doing anything, the rest of the system is, and it is still sat in volatile memory. Power outage, system crash, user initiated system restart, low system memory, low disk space (done this be...
- Fri Apr 29, 2016 7:39 am
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 6
- Views: 2190
Re: MP Dedicated Server - Autosave when no players are connected
Thats not the same thing. Some people want the game to not run when there is no one connected, depleting resources, maybe getting overrun by biters. So you want auto pause. Now if the auto save time is 10 minutes, and every one leaves at 9 minutes, my understanding is that Factorio will not autosave...
- Thu Apr 28, 2016 11:40 am
- Forum: Ideas and Suggestions
- Topic: Make underground belt graphics clearer
- Replies: 2
- Views: 688
Make underground belt graphics clearer
When side loading onto an underground belt tile, the side of the belt nearest to the descent is blocked, items only move across the far side. I think this is highly counter-intuitive, as it is not explicitly called out in game, and the graphics suggest that both sides will be blocked. Similarly the ...
- Thu Apr 28, 2016 9:31 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 34282
Re: Source management and Licensing for Mods
But if I have a GPL plugin, and i cant distribute everything, as required by the GPL, then I cant distribute the plugin.
Least that is my understanding from the normal C++ and Java work I do (both compiled). Is there a clear case for Lua to be different? You still require in Factorio APIs.
Least that is my understanding from the normal C++ and Java work I do (both compiled). Is there a clear case for Lua to be different? You still require in Factorio APIs.
- Thu Apr 28, 2016 9:00 am
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 34282
Re: Source management and Licensing for Mods
I see some mods using the GPL.
Is this actually a valid license for mods? It seems to me that as in-process plugins, that the viral GPL license would then include the distribution of Factorio and its source code, which is obviously not possible.
Is this actually a valid license for mods? It seems to me that as in-process plugins, that the viral GPL license would then include the distribution of Factorio and its source code, which is obviously not possible.
- Thu Apr 28, 2016 8:32 am
- Forum: Gameplay Help
- Topic: Endgame fighting problems
- Replies: 6
- Views: 2388
Re: Endgame fighting problems
Well if you dont want to really worry about biters at all, you can reduce there spawn frequency and size, and use peaceful mode. For games with biters though, this was one of the reasons I made this https://forums.factorio.com/viewtopic.php?f=97&t=24143 . The main current feature is rewritten ba...
- Wed Apr 27, 2016 1:26 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 62296
Re: Terrain elevation, hills and mountains with fake cliffs
I think it adds a fair bit to the gameplay, because you have somthing other than just water to prevent construction, and differnt parts of the game would be affected differently. E.g. Id really need a decent flatish area to build my train station, and that might be hard to find near the start locati...
- Wed Apr 27, 2016 10:38 am
- Forum: Technical Help
- Topic: Game stuck at 60 FPS
- Replies: 13
- Views: 17783
Re: Game stuck at 60 FPS
Actually, the fact that the game updates at 60 ups is quite surprising, and likely a challenge for the devs over 20 or 30. 16.6ms is a really small time slice to develop code within, things that seem simple like path finding a group of 500 biters could easily exceed the single frame limit. Going to ...
- Wed Apr 27, 2016 10:15 am
- Forum: Technical Help
- Topic: Inventory controls
- Replies: 8
- Views: 1749
Re: Inventory controls
Most laptops do it at the driver level I believe, at least for basic cases (never tested in games) . You might be able to install extra software to do it again.
Also dont standard Apple mice for macs lack the middle button?
Also dont standard Apple mice for macs lack the middle button?
- Wed Apr 27, 2016 7:52 am
- Forum: Technical Help
- Topic: Inventory controls
- Replies: 8
- Views: 1749
Re: Inventory controls
The real fix would be to get a new mouse :P http://www.amazon.com/dp/B005EJH6RW/ $8 As for why it "must be mouse related" -> the widgets on screen are setup to respond to mouse input (clicks) and not keyboard input. It's not idea and might be possible to change around but would require a ...
- Tue Apr 26, 2016 10:15 pm
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 62296
Re: Terrain elevation, hills and mountains with fake cliffs
Well so by that, I meant the 2D grid has a height value / z-axis thats not constrained to a tileset like AOEII or SC2000, but that is largely free to vary (each grid cell has a height value that represents say the top-left corner), with the tiles being stretched/scaled as needed. Your still working ...
- Tue Apr 26, 2016 11:29 am
- Forum: Ideas and Suggestions
- Topic: Correct how World Generation Works
- Replies: 8
- Views: 3517
Re: Correct how World Generation Works
Is it really realistic to try and explain that to every new player so that they understand? Most of them wont even know what Perlin Noise is or have an understanding of the maths behind it.Bart wrote:Just read **multi-page document** and all will fall into place.
- Tue Apr 26, 2016 11:24 am
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 62296
Re: Terrain elevation, hills and mountains with fake cliffs
For pure 2D graphics, I liked how games like TTD and Sim City 2000 did it with slopes on a 2D tile grid, or the CnC games that had both slopes and cliffs. Sim City 2000 made the rail tracks use 2 tiles for slopes, with a little structure thing to avoid the overly steep track issue. What about using ...
- Tue Apr 26, 2016 10:53 am
- Forum: Technical Help
- Topic: Easy Multiplayer
- Replies: 22
- Views: 8171
Re: Easy Multiplayer
The question ofcourse is: why can't you forward ports? Do you have a modem with built in router capabilities? And behind that modem another router? Because then you have to forward the port on your router and your modem. Id note that there are lots of times when it is just pretty much impossible. e...
- Tue Apr 26, 2016 10:24 am
- Forum: Gameplay Help
- Topic: Should Express Belts Always be Used?
- Replies: 3
- Views: 1576
Re: Should Express Belts Always be Used?
Fast belts cost a lot more than basic belts, and express belts even more so, making it a question of what is affordable.
Naturally a fast belt that is only 80% full is still moving more items per second than a packed basic belt, but at a much greater cost.
Naturally a fast belt that is only 80% full is still moving more items per second than a packed basic belt, but at a much greater cost.
- Tue Apr 26, 2016 8:18 am
- Forum: Ideas and Suggestions
- Topic: Correct how World Generation Works
- Replies: 8
- Views: 3517
Re: Correct how World Generation Works
I think from the users point of view though that setting frequency to low just makes less ore patches, but with the same size. If they wanted less but bigger ore patches, then they would set frequency to low and size to high. The UI does not have to directly map to the maths function behind generati...
- Mon Apr 25, 2016 7:21 pm
- Forum: Implemented Suggestions
- Topic: Use fork() on *nix systems for doing save game
- Replies: 21
- Views: 6671
Re: Use fork() on *nix systems for doing save game
I suppose that games are usualy having "ticks" and the state is fully sync between ticks so it is a good place to perform fork() without any issues. Also the game already has "save" so it should be already happening. Usage of fork() could provide drastically reduced wait times a...
- Mon Apr 25, 2016 6:28 pm
- Forum: Implemented Suggestions
- Topic: Use fork() on *nix systems for doing save game
- Replies: 21
- Views: 6671
Re: Use fork() on *nix systems for doing save game
That is what the "writing the data out to an in-memory buffer" is. Ideally that would just mean a single iteration over the game state appending to a byte buffer, its then that buffer(s) that get handed over to another thread. And unless those dat files inside the zip have some extra compr...
- Mon Apr 25, 2016 6:17 pm
- Forum: Modding help
- Topic: Only Fire on/Target Spawners
- Replies: 6
- Views: 1506
Re: Only Fire on/Target Spawners
I don't think slow projectiles will work. I am pretty sure that all projectiles are homing and will exceed the max range if the unit moves away. Also the game tracks how much damage it expects an entity to take, so once a biter has a slow "death orb" chasing it, no other turret will shoot ...
- Mon Apr 25, 2016 6:14 pm
- Forum: Gameplay Help
- Topic: Problem with Boilers/Inserters/Solid Fuel
- Replies: 17
- Views: 7610
Re: Problem with Boilers/Inserters/Solid Fuel
hmm, that is true. Generally when I am using them I fill one side of the belt with coal. The amount of coal used is pretty small, so generally I end up saturating the entire length of the belt with only a small number of coal miners.