Search found 190 matches

by Xeanoa
Sun Dec 18, 2016 11:48 am
Forum: Modding discussion
Topic: Enemies colonies bigger with greater distance to x=0,y=0
Replies: 3
Views: 1330

Re: Enemies colonies bigger with greater distance to x=0,y=0

You could spawn all players an equal distance from (0,0). That would make the natives equally strong for everyone.
by Xeanoa
Sun Dec 18, 2016 11:34 am
Forum: General discussion
Topic: Shotgun Shells - explained
Replies: 14
Views: 5486

Re: Shotgun Shells - explained

Per shot it fires 12 bullets dealing 4 physical damage each.
by Xeanoa
Sun Dec 18, 2016 11:27 am
Forum: General discussion
Topic: Fusion Power
Replies: 15
Views: 3913

Re: Fusion Power

We don't have fusion power right now. We have a magic box that is built from processing units and alien eggs, that somehow outputs power without any fuel intake, that just happens to be called "Fusion Reactor". We could have just as easily called it an "Unobtainium Subspace Zero-Poin...
by Xeanoa
Sun Dec 18, 2016 2:20 am
Forum: General discussion
Topic: Fusion Power
Replies: 15
Views: 3913

Re: Fusion Power

We don't have fusion power right now. We have a magic box that is built from processing units and alien eggs, that somehow outputs power without any fuel intake, that just happens to be called "Fusion Reactor". We could have just as easily called it an "Unobtainium Subspace Zero-Poin...
by Xeanoa
Sat Dec 17, 2016 8:31 am
Forum: General discussion
Topic: Fusion Power
Replies: 15
Views: 3913

Fusion Power

It's been suggested before, so I won't make a new suggestion thread about it. But I'd really like to know why, instead of expanding on the fusion power that's already in the game (and thus exists as a proven technology), everyone seems to try to want to brute-force old-school fission power into the ...
by Xeanoa
Wed Apr 27, 2016 11:25 am
Forum: Technical Help
Topic: Game stuck at 60 FPS
Replies: 13
Views: 20394

Re: Game stuck at 60 FPS

Would you kindly watch your tone. We are not lazy devs, we just focus on gameplay and mechanics rather than framerates. I apologise for my words. However, I'd rather devs focus on creating a good engine/base for the game first. I've seen so many good/promising games go down the gutter over the year...
by Xeanoa
Wed Apr 27, 2016 10:06 am
Forum: Technical Help
Topic: Game stuck at 60 FPS
Replies: 13
Views: 20394

Re: Game stuck at 60 FPS

This isn't CS-GO: > 60 FPS would make literally zero difference for Factorio unless the tick rate was also increased. Tick 0 frame 0 and 1 would be identical - you just see the same frame twice. Tick 1 would then happen and the game state would change and so frame 2 and frame 3 would be identical t...
by Xeanoa
Tue Apr 26, 2016 11:45 pm
Forum: Technical Help
Topic: Game stuck at 60 FPS
Replies: 13
Views: 20394

Re: Game stuck at 60 FPS

It might be possible to program factorio to do 144 fps but there would be nearly no point. Factorio only updates 60 times/sec which means that all animations update 60 times/sec. Increasing the fps might make the players movement smoother, but all the animations would still only update 60 times/sec...
by Xeanoa
Tue Apr 26, 2016 9:34 pm
Forum: Technical Help
Topic: Game stuck at 60 FPS
Replies: 13
Views: 20394

Re: Game stuck at 60 FPS

That, for obvious reasons, isn't working. While that makes the image smooth and crisp, the game is now running at a way to high speed.

I want the game to draw 2.4 frames per update period, not update 2.4 times faster.
by Xeanoa
Tue Apr 26, 2016 4:42 pm
Forum: Technical Help
Topic: Game stuck at 60 FPS
Replies: 13
Views: 20394

Game stuck at 60 FPS

Hey, been looking around the forums, but couldn't find a solution. The game refuses to run above 60 FPS for me. Which is kind of annoying, because it results in a choppy and blurred image on my 144Hz Freesync display, which unfortunately doesn't handle low framerates very well. I'm using build 0.12....

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