Search found 584 matches
- Tue Jul 24, 2018 1:58 am
- Forum: Won't implement
- Topic: Player API: latency buffer jumps
- Replies: 17
- Views: 7177
Re: Player API: latency buffer jumps
"I refuse to do it" See, some honesty :D Being this late in the development and being so close to version 1.0, I doubt you would want to attempt what I would assume to be a complete re-write of the user input/state synchronisation system. Especially given the amount of attack surface that...
- Sat Jul 21, 2018 8:08 am
- Forum: Technical Help
- Topic: Modifying the default port
- Replies: 3
- Views: 1248
Re: Modifying the default port
you can use either the --port or the --bind command line switch.
- Sat Jul 21, 2018 8:01 am
- Forum: Won't implement
- Topic: Player API: latency buffer jumps
- Replies: 17
- Views: 7177
Re: Player API: latency buffer jumps
The person you are replying to seems to have misunderstood me, but I'll try to explain user input to you. I'm assuming that I'm "The person" in this statement. If so, I didn't misunderstand you at all. It was a remark designed to show how extremely ridiculous the idea that it being "...
- Thu Jul 19, 2018 11:55 am
- Forum: Won't implement
- Topic: Player API: latency buffer jumps
- Replies: 17
- Views: 7177
Re: Player API: latency buffer jumps
makes me wonder what the usual "teleporting backwards" that happens when playing on a really bad connection looks from inside the game engine. Maybe you can "detect" lag by weird player movement :p. No, that is a graphic-only issue related to the way the lag-hiding works. The si...
- Sat Jul 14, 2018 3:10 am
- Forum: Ideas and Suggestions
- Topic: Circuit Network Processor
- Replies: 1
- Views: 925
Re: multicore
and i think what that person was taking about they prefer fps over dermiststin No, that's incorrect. The whole idea that multithreading causes indeterminism is incorrect. Many implementations of multithreading techniques cause indeterminism. It's like saying that walking causes your feet to get wet...
- Sun Jul 08, 2018 1:31 am
- Forum: General discussion
- Topic: Stations with same name: Avoiding orphan trains
- Replies: 11
- Views: 6661
Re: Stations with same name: Avoiding orphan trains
Couple of suggestions: 1) add a minimum 5 second wait to each timetable stop so that your trains can get re-filled 2) ensure that there is always one station with each name active at all times (unless you only have one or two trains, eg a refueling train). 3) assign trains to specific outposts with ...
- Sat Jul 07, 2018 4:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "trying to create scenario but it exists already."
- Replies: 3
- Views: 1346
Re: [0.16.51] Error: "trying to create scenario but it exists already."
Yeah, my logs are full of them when playing on high ping servers. I've just assumed that there is some kind of "heartbeat latency checker" at about 500-600 ms that classes them as invalid. As for running multiple copies, I don't recall, but if I was then it was to move blueprints from one ...
- Sat Jul 07, 2018 4:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Error: "trying to create scenario but it exists already."
- Replies: 3
- Views: 1346
[0.16.51] Error: "trying to create scenario but it exists already."
connected to a server, but was disconnect for some unknown reason (no "waiting for server" box appeared and I don't think the server was shut down) Upon reconnection, after one failed attempt because the server wasn't responding even while downloading at full speed, Factorio exited with no...
- Fri Jul 06, 2018 12:20 am
- Forum: Gameplay Help
- Topic: No Forrest but weird
- Replies: 6
- Views: 2324
Re: No Forrest but weird
now THAT would be awesome... have "spidertron nests" spawn around the place.Klonan wrote:Ah, this is where the spidertron lives
"she, the mistress of her own lust"
- Thu Jul 05, 2018 9:31 am
- Forum: Gameplay Help
- Topic: Lazy bot syndrome. Bug or feature?
- Replies: 33
- Views: 7563
Re: Lazy bot syndrome. Bug or feature?
I doubt you will get this passed as a bug. Either don't leave your bots behind OR take your personal roboports off when it occurs. You can take your personal roboports off either by taking your power armour off OR by taking the personal roboports out of your power armour. It's a quick thing to open ...
- Mon Jul 02, 2018 11:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Max upload speed has exponential decay
- Replies: 5
- Views: 5090
Re: [Rseding91] Max upload speed has exponential decay
Sorry, forgot to say thanks.
Thanks!
Thanks!
- Mon Jul 02, 2018 11:11 am
- Forum: Implemented mod requests
- Topic: [Request] Add flag or property to entities to render as tile
- Replies: 4
- Views: 1455
Re: [Request] Add flag or property to entities to render as tile
Can you split the entity up into two entities? one for rendering and one for selection?
If you place the rendering entity significantly above the selection entity then it will always be considered to be above the player's location, hence won't be rendered over the top of the player.
If you place the rendering entity significantly above the selection entity then it will always be considered to be above the player's location, hence won't be rendered over the top of the player.
- Mon Jul 02, 2018 10:52 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Max upload speed has exponential decay
- Replies: 5
- Views: 5090
Re: [Rseding91] Max upload speed has exponential decay
lol, of course, But it makes a debug report easier to write. The original case was 300k/s... 1k isn't dialup speeds!
- Sun Jul 01, 2018 1:33 am
- Forum: Resolved Problems and Bugs
- Topic: small but very inconvenient Cursor misalignment
- Replies: 4
- Views: 2043
Re: small but very inconvenient Cursor misalignment
I don't think it's the cursor that is misaligned, but that the hitbox area to place the caret is calculated using the whole glyph instead of your expected behaviour where the hitbox uses half of the adjacent glyphs.
It's the difference between clicking at the character vs clicking at the space.
It's the difference between clicking at the character vs clicking at the space.
- Sat Jun 30, 2018 5:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Max upload speed has exponential decay
- Replies: 5
- Views: 5090
[Rseding91] Max upload speed has exponential decay
Hi, When you set "Max upload speed" for a multiplayer game any connecting players have to wait longer and longer for a "second" to pass. Best way to exhibit the bug: Launch Factorio. Create multiplayer game and set "Max upload speed" to 1 Start the game Launch a second ...
- Sat Jun 30, 2018 2:26 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70107
Re: Friday Facts #249 - Dead end exploration
Hi, tl;dr - the issue isn't with the current system, just the way you interact with it. Great post. It really highlights some of the complexities of design decisions that go into creating a good UI. I find that the current system is "close enough" in that the issues that I have with it are...
- Tue Jun 05, 2018 9:49 am
- Forum: Not a bug
- Topic: Train station white wagon "slots"get split on railway circle
- Replies: 3
- Views: 1406
Re: Train station white wagon "slots"get split on railway circle
That is because the train go either way through the loop (clockwise or anticlockwise). Try placing a rail signal within the loop to change it from a bidirectional loop to a unidirectional loop and the "split" will disappear.
- Fri Jun 01, 2018 7:28 am
- Forum: Modding help
- Topic: [Question] How to prevent automatically taking items?
- Replies: 8
- Views: 2600
Re: [Question] How to prevent automatically taking items?
whenever an inserter is built, check if it's attached to your machine and if it is, disable it.
- Mon Mar 12, 2018 9:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.24] Crash when biter kills power pole
- Replies: 4
- Views: 1777
Re: [0.16.24] Crash when biter kills power pole
Nope, it no longer crashes.