Search found 218 matches
- Sat May 26, 2018 1:17 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 31052
Re: Friday Facts #244 - Localised plurals & Modernisation progress
Devs: you might also be interested to know that in some languages, currency is pluralized differently: EN zero euros, one euro, two euros... (normal pluralization rules) FR zéro euro, un euro, deux euros... (normal pluralization rules) NL nul euro, een euro, twee euro... (always singular) DE null eu...
- Mon May 21, 2018 4:33 pm
- Forum: Technical Help
- Topic: How to figure out what part of my factory impairs performance?
- Replies: 5
- Views: 1350
Re: How to figure out what part of my factory impairs performance?
Also if the item is just laying there and not moving?
And is there any way I could find this / figure this out by myself? I'm fine just asking questions here, but then someone needs to keep spending time on writing answers
And is there any way I could find this / figure this out by myself? I'm fine just asking questions here, but then someone needs to keep spending time on writing answers
- Mon May 21, 2018 11:25 am
- Forum: Technical Help
- Topic: How to figure out what part of my factory impairs performance?
- Replies: 5
- Views: 1350
Re: How to figure out what part of my factory impairs performance?
What if resources are available but not flowing through, since the factory is completely idle? Does that still keep entities active? I'd guess so, since they have to keep checking whether their target accepts new input, but maybe it works the other way around (the target triggering the inserter).
- Mon May 21, 2018 10:27 am
- Forum: Technical Help
- Topic: How to figure out what part of my factory impairs performance?
- Replies: 5
- Views: 1350
How to figure out what part of my factory impairs performance?
I've been making a pretty large map (well, for my own standards) and while 0.16 was a great improvement (or was it .15? I've been playing this map too long to remember), I'm at a point again where performance matters. When everything is idle, I get about 65-70ups performance on a decent laptop. When...
- Thu Apr 19, 2018 11:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.36] Train disappears when keeping down RMB while exiting and trying to mine it
- Replies: 3
- Views: 2616
Re: [Dominik][0.16.36] Train disappears when keeping down RMB while exiting and trying to mine it
And you thanks for fixing!
- Wed Apr 18, 2018 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.36] Train disappears when keeping down RMB while exiting and trying to mine it
- Replies: 3
- Views: 2616
[Dominik][0.16.36] Train disappears when keeping down RMB while exiting and trying to mine it
First off, I don't understand why we can't mine vehicles we're in anymore (just kick the player out after mining as in previous versions), as it was a nice way to hit the ground running while cleaning up behind yourself. But since this feature seems intentionally removed, I guess that's not a bug. J...
- Sat Mar 24, 2018 10:50 am
- Forum: News
- Topic: Friday Facts #235 - 0.16 stable
- Replies: 122
- Views: 52385
Re: Friday Facts #235 - 0.16 stable
Nice try. I'm not falling for it this time!Possibly:
[*] Spidertron (kovarex, GFX)
- Sun Mar 18, 2018 3:34 pm
- Forum: Duplicates
- Topic: [0.16.30] Non-existent connections shown in blueprint preview
- Replies: 1
- Views: 579
[0.16.30] Non-existent connections shown in blueprint preview
Screenshot: https://snag.gy/iTO1NR.jpg
The connections that are pointed out with arrows, do not actually exist when you place the blueprint.
The connections that are pointed out with arrows, do not actually exist when you place the blueprint.
- Mon Mar 05, 2018 6:59 pm
- Forum: Releases
- Topic: Version 0.16.28
- Replies: 31
- Views: 25289
Re: Version 0.16.28
I was just thinking of opening a bug report in the FactorioBot release post scriptmilo christiansen wrote:
Once wasn't enough?
- Thu Feb 22, 2018 1:01 am
- Forum: Pending
- Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
- Replies: 7
- Views: 2309
Re: [0.16.15] Freeze in Linux, probably related to switching workspaces
I just upgraded to Debian Buster. The version of libgl1-mesa-glx is now 17.3.3-1 (upgraded from 13.0.6-1+b2). In the comments of the bug you linked, it is mentioned that "Upgrading xserver-xorg-core to 2:1.19.1-1 or newer and restarting X should fix the problem." My xserver-xorg-core packa...
- Wed Feb 21, 2018 3:48 pm
- Forum: Pending
- Topic: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
- Replies: 6
- Views: 1804
Re: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
Thanks for looking into it! The save was indeed created long ago, but the refineries with the bug are not. I built them a few days ago: I think on 0.16.24, but at least 0.16.10+. The other refineries closer to the main base (doing normal oil processing, not coal liquefaction) were created much longe...
- Sun Feb 18, 2018 8:33 pm
- Forum: Pending
- Topic: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
- Replies: 6
- Views: 1804
Re: [0.16.24] Refineries don't empty their output, causing them to stop working
This is weird, should have no problem outputting it, maybe it can not because it is inactive, putting coal in it manually instantly lets it output the fluid. Evacuating the output pipes has no effect. Inserters don't input if the output is full right? I was assuming that's the issue. But while outp...
- Sat Feb 17, 2018 12:14 pm
- Forum: Pending
- Topic: [Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
- Replies: 6
- Views: 1804
[Rseding91] [16.24] Refineries don't empty their output, stay inactive indefinitely
In the attached save games, see the refineries doing coal liquefaction which are next to the player. There are 100 units of red/heavy oil stuck in the output, causing it to stop working. The output pipe is not full. I've tried reconnecting output pipes, but that does not work. Replacing the refinery...
- Thu Feb 01, 2018 3:03 pm
- Forum: Pending
- Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
- Replies: 7
- Views: 2309
Re: [0.16.15] Freeze in Linux, probably related to switching workspaces
Thanks for the follow-up! I still need this laptop to be 100% stable until next Thursday for a project, after that I was planning to upgrade to Debian Buster anyway (so from Debian's stable to testing branch), so I should get the latest version of everything again. I'll also have time to look into o...
- Sat Jan 20, 2018 3:04 pm
- Forum: Pending
- Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
- Replies: 7
- Views: 2309
Re: [0.16.15] Freeze in Linux, probably related to switching workspaces
I just made the mistake of hitting the printscreen button, which blurs focus for half a second. The game froze again
So I guess it's not workspace-switching or alt-tabbing, but just losing focus in general.
So I guess it's not workspace-switching or alt-tabbing, but just losing focus in general.
- Tue Jan 09, 2018 11:07 pm
- Forum: Pending
- Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
- Replies: 7
- Views: 2309
Re: [0.16.15] Freeze in Linux, probably related to switching workspaces
$ gdb --core=core.9092 bin/x64/factorio GNU gdb (Debian 7.12-6) 7.12.0.20161007-git [...] Reading symbols from bin/x64/factorio...done. [New LWP 9092] [New LWP 9095] [New LWP 9096] [New LWP 9097] [New LWP 9098] [New LWP 9099] [New LWP 9100] [New LWP 9101] [New LWP 9102] [New LWP 9107] [New LWP 9108...
- Mon Jan 08, 2018 8:23 pm
- Forum: Pending
- Topic: [0.16.15] Freeze in Linux, probably related to switching workspaces
- Replies: 7
- Views: 2309
[0.16.15] Freeze in Linux, probably related to switching workspaces
When switching workspaces (ctrl+alt+left/right/up/down arrow keys in many distributions), the game sometimes freezes. I'd guess around once every 20 times. I use it to switch between sets of applications, and Factorio has its own workspace since it's fullscreen. When freezing, I can still go back to...
- Mon Jan 08, 2018 7:52 pm
- Forum: Technical Help
- Topic: Deleting Forum Account
- Replies: 1
- Views: 780
Re: Deleting Forum Account
If I'm not mistaken, changing your password will erase the old one, so that should take care of that concern.
I am unsure as to how you can delete your account, or if it's possible as a user on this forum (I'm not an admin).
I am unsure as to how you can delete your account, or if it's possible as a user on this forum (I'm not an admin).
- Sat Jan 06, 2018 6:13 pm
- Forum: Show your Creations
- Topic: Biter Cage
- Replies: 3
- Views: 3323
Re: Biter Cage
I like the idea, why did I never think of this xD
- Thu Jan 04, 2018 11:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.13] Bot dispatch too slow for iron plates (among others)
- Replies: 14
- Views: 9303
Re: [Rseding91] [16.13] Bot dispatch too slow for iron plates (among others)
Came here to report this too. It would be cool if this fix could be released soon, because it sounds like it affects any base with logistic robots (which I imagine is most bases).