Search found 91 matches
- Sun Dec 24, 2017 11:00 am
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 67030
Re: Version 0.16.7
Guys, have you considered that it would be possible to make the wagon smaller? Just chop the existing model into three and glue together a smaller wagon. Then you can keep your existing setups and gameplay.
- Tue Dec 05, 2017 8:49 am
- Forum: Ideas and Suggestions
- Topic: Auto turn trains when placing them
- Replies: 19
- Views: 6051
Re: Auto turn trains when placing them
You guys missed an obvious fact: The game won't do this when the track lacks signals or is signaled for bidirectional traffic. The only situation where this could guess wrong is when you build a bidirectional train on a monodirectional track. That seems like a rather rare situation.
- Fri Dec 01, 2017 5:48 pm
- Forum: Releases
- Topic: Version 0.15.40
- Replies: 24
- Views: 23576
Re: Version 0.15.40
I'm afraid that the limit isn't set by them. It's part of the windows version resource format.
- Wed Nov 22, 2017 5:25 pm
- Forum: Outdated/Not implemented
- Topic: Hide research progress once all tech has been researched
- Replies: 2
- Views: 1872
Re: Hide research progress once all tech has been researched
Probably obsolete now that there is infinite science.
- Wed Nov 22, 2017 5:24 pm
- Forum: Technical Help
- Topic: Faking network latency for testing?
- Replies: 1
- Views: 652
Faking network latency for testing?
Is there an easy option to fake network latency to test how the game behaves on high RTT setups?
Preferably something that doesn't involve extra hardware or software. At most just having to run two copies of the game would be enough.
Preferably something that doesn't involve extra hardware or software. At most just having to run two copies of the game would be enough.
- Sat Nov 04, 2017 9:29 am
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44123
Re: Friday Facts #215 - Multithreading issues
Notwithstanding the interesting discussion about whether your analysis is right, I have a suggestion for achieving parallel thread update isolation at whatever granularity you need without moving data as entities move. Given N threads that will be updating in parallel some object type T, create N s...
- Fri Sep 15, 2017 11:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.27] Time/NTP issues causes crash
- Replies: 9
- Views: 3977
Re: [0.15.27] Time/NTP issues causes crash
I hope it's not sensitive to daylight saving when evaluated local clock goes an hour behind for everybody :) You mean some people who happen to use the same timezone and daylight savings rules. Some people don't use daylightssavings. And the changeover time isn't consistent. At a minimum, it doesn'...
- Sat Sep 02, 2017 4:51 pm
- Forum: Duplicates
- Topic: [0.15.34] Missing tech dependencies
- Replies: 1
- Views: 836
[0.15.34] Missing tech dependencies
The tech tree is missing many dependencies. For example, all techs that require production science packs (the purple one) can be researched without having the tech for that pack (advanced material processing 2). This is but one of many examples of missing tech dependencies.
- Tue Aug 29, 2017 5:30 pm
- Forum: Implemented Suggestions
- Topic: Multiplayer: Map pings (mark on map)
- Replies: 6
- Views: 4663
Re: Multiplayer: Map pings (mark on map)
This was implemented a while ago.
- Sat Jul 29, 2017 11:58 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.15.31] Crash at startup (d3d_reset_state)
- Replies: 1
- Views: 1344
[posila] [0.15.31] Crash at startup (d3d_reset_state)
I was supposed to post the log. 0.079 2017-07-29 13:46:36; Factorio 0.15.31 (build 30773, win64, steam) 0.082 Operating system: Windows 7 Service Pack 1 0.082 Program arguments: "E:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.082 Read data path: E:/SteamLibrary/steamapps...
- Mon May 15, 2017 4:51 am
- Forum: Releases
- Topic: Version 0.15.10
- Replies: 90
- Views: 53298
Re: Version 0.15.10
Which is still a lot compared to a stable game.
- Fri May 12, 2017 6:30 pm
- Forum: Pending
- Topic: [Klonan] [0.15.10] Train signaling tutorial vs wrong side signal
- Replies: 1
- Views: 742
[Klonan] [0.15.10] Train signaling tutorial vs wrong side signal
The first task to place a signal doesn't check for someone placing signals on the wrong side of the track.
- Fri May 12, 2017 6:15 pm
- Forum: Not a bug
- Topic: [0.15.10] Train driving tutorial breaking doesn't check how
- Replies: 1
- Views: 812
[0.15.10] Train driving tutorial breaking doesn't check how
The train driving tutorial fails to check how the train stopped. If you run the train out of fuel it will stop too.
- Wed Apr 26, 2017 9:10 pm
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 37574
Re: Version 0.15.2
Correction: cars don't stop or cause damage when colliding with belts. They are just moved along the belt, just like when you run over them on foot.5thHorseman wrote: Cars don't collide with belts.
- Sun Mar 26, 2017 7:40 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 996265
Re: Factorio Roadmap for 0.15 + 0.16
That said why do people always go directly to mediocre DLCs/Microtransaction Crap? As if there haven't been other forms of marketing in the past... like for example fullscale Addons that expand the game in a larger, more meaningful way that justifies taking several bucks for it. So what is the diff...
- Mon Feb 20, 2017 8:09 pm
- Forum: Not a bug
- Topic: [0.14.22] Wait until full vs removing empty wagon
- Replies: 1
- Views: 826
[0.14.22] Wait until full vs removing empty wagon
So I was downsizing a mine. Part of this was removing a train wagon from a train. The train was set to wait until full inventory. The train had one locomotive, one full wagon and one empty wagon, in that order. It had a schedule of waiting until empty inventory at the dropoff and to wait until a ful...
- Thu Feb 16, 2017 11:47 pm
- Forum: Ideas and Suggestions
- Topic: Auto turn trains when placing them
- Replies: 19
- Views: 6051
Auto turn trains when placing them
Trains can be placed in one of two directions. Similarly, the train track is often signaled to allow passage in one of two directions. As such, I think it annoying when I end up placing a train on a directional track and it's in the wrong direction. So have the initial direction of the train match t...
- Tue Feb 14, 2017 10:59 am
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 51730
Re: Friday Facts #177 - Difficulty settings
Alien artifacts being removed? Yet they just got a new icon! I think that there might've been a communication error there. As for tech difficulties, lets talk tweaks. The labs have a lot of ingredients. Maybe drop one or two for easy tech. The assemblers require research. Give the entry level ones f...
- Fri Jan 27, 2017 4:59 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 996265
Re: Factorio Roadmap for 0.15 + 0.16
I think they might be putting in too much in the same release. They should probably split it up a bit. Multithreading+bunch of minor optimization+nuclear+new science+combat balancing+hd sprites+fluid wagons and even more. Just one of those categories would be enough for a new release.
- Wed Jan 25, 2017 5:53 am
- Forum: Gameplay Help
- Topic: What is this thing?
- Replies: 2
- Views: 1124
Re: What is this thing?
You can still see the old design in the icon. They should probably update it.