Search found 190 matches
- 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.
- 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.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
I want the game to draw 2.4 frames per update period, not update 2.4 times faster.
- 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....