Search found 340 matches
- Sat May 23, 2020 4:43 pm
- Forum: Releases
- Topic: Version 0.18.26
- Replies: 45
- Views: 25291
Re: Version 0.18.26
You can also just Control + Alt + Click the settings button :shock: My thoughts exactly. This should be written *somewhere*, right? Maybe on the wiki? Changes Crafting machines will now refund item ingredients when crafting is cancelled before finishing. At last! Thank you! I remember some crazy ar...
- Tue May 12, 2020 11:25 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 86547
Re: Nauvis Post Collapse (16GB ram minimum required)
Just wanted to add: First of all, amazing work. So much detail and atmosphere! (Small exploration spoiler: Darn, you can't pick up the rocket silos for yourself! ) Secondly, the map runs perfectly on my machine. Takes a LONG time to load and save which is perfectly understandable, but it runs at a ...
- Sat May 02, 2020 1:08 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 33954
Re: Version 0.18.22
There was an early enough warning for this change There was warning, but it was issued years ago, There was a warning just a day before 0.18.22 was released in the Upcoming breaking mod changes thread. I was lucky enough to see it shortly after it had been posted, I was even more lucky that the cha...
- Fri May 01, 2020 12:52 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 33954
Re: Version 0.18.22
Wow all this stupid complaints. There was an early enough warning for this change and as the game is under developement there probably are another significant changes which will break mods again. So stop crying like a baby. There was warning, but it was issued years ago, and a mod creator isn't goi...
- Fri May 01, 2020 12:50 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 33954
Re: Version 0.18.22
Also the API removal that broke mods was removed in version 0.15, and left in with some internal migration. The API has been non-functional for nearly 3 years, and these mods are just plain wrong for having these values. For migrations like these, it might be worth throwing up some sort of warning ...
- Wed Mar 18, 2020 10:52 pm
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 17343
Re: Version 0.18.14
This order also makes more sense because the Character tab is there from the start but Logistics is only added later. Which means the Character tab changes position, which would likely harm usability much more than a different-than-preferred order could. Yeah, the progression aspect, combined with ...
- Wed Mar 18, 2020 8:14 pm
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 17343
Re: Version 0.18.14
The reason for that is to keep consistency with keybindings. It's really unintuitive when the second tab is mapped to F3, and F2 does nothing(before researching logistics.). Keybindings? Nice! Was not aware of them. Makes navigation easier :D Did not see this in the changelogs, but was kinda obviou...
- Wed Mar 18, 2020 6:02 pm
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 17343
Re: Version 0.18.14
I know the character GUI was revised in 18.13, but I'm just checking it out now on 18.14 and something seemed backwards. I recall the initial design being shown in one FFF, and feedback suggested that the less frequently used Character tab be on the far right. This feedback appeared to have been acc...
- Tue Mar 10, 2020 7:54 pm
- Forum: Releases
- Topic: Version 0.18.11
- Replies: 20
- Views: 13273
Re: Version 0.18.11
...this was actually a game bug, so it may be wise to back down a tad on the hair-trigger to point the blame elsewhere in the future, especially where there was nothing in the changelog that would normally be attributed to causing that new issue with a given mod.
- Mon Mar 02, 2020 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Wrong zoom steps in map view
- Replies: 4
- Views: 2295
Re: Wrong zoom steps in map view
I thought the zoomed in map view was intentionally 'fuzzy' as you are supposed to be looking at remote data from the radar.
- Tue Feb 25, 2020 7:32 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 2667
Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod
This report: https://forums.factorio.com/viewtopic.php?f=30&t=78550 which hasn't had the fix released yet. I was able to replicate again in 18.8. Attached are two saves. The Creative Mod button (upper left) is functional in save -1, but non-functional in save -2. If we can nail down what preven...
- Fri Feb 21, 2020 6:15 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 2667
Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod
This report: https://forums.factorio.com/viewtopic.php?f=30&t=78550 which hasn't had the fix released yet. I was able to replicate again in 18.8. Attached are two saves. The Creative Mod button (upper left) is functional in save -1, but non-functional in save -2. If we can nail down what preven...
- Fri Feb 07, 2020 5:26 pm
- Forum: News
- Topic: Friday Facts #333 - Terrain scrolling
- Replies: 40
- Views: 19753
Re: Friday Facts #333 - Terrain scrolling
I think the only 'big' graphical thing left in need of optimization is when zooming out map view on larger bases - it noticeably slows the game even on the fastest of systems.
- Sat Feb 01, 2020 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Expanding circuit connected readings (fluid flow, electrical stats, etc.)
- Replies: 11
- Views: 2338
Re: Expanding circuit connected readings (fluid flow, electrical stats, etc.)
Which links to this article where rseding mentioned that it “would be a lot of hassle” for pipes: https://forums.factorio.com/viewtopic.php?p=227463#p227463 Indeed it was 'a lot of hassle' back then, but now we have pump flow tracked by the base game. Anywhere that fluid flow is desired to be measu...
- Fri Jan 31, 2020 5:06 pm
- Forum: Ideas and Suggestions
- Topic: Expanding circuit connected readings (fluid flow, electrical stats, etc.)
- Replies: 11
- Views: 2338
Expanding circuit connected readings (fluid flow, electrical stats, etc.)
Circuit networks can read lots of stuff, but there are a few missing items that folks have repeatedly requested. I think the holdup has been with figuring out how to implement, so here are my suggestions to improve the signal-reading experience: Fluid flow: - There used to be no easy way to do this,...
- Thu Jan 30, 2020 4:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 13494
- Thu Jan 30, 2020 4:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
- Replies: 21
- Views: 13656
Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
I tested this based on a blueprint of a pump-bus nuclear reactor design from 0.16 (which used to do the full 12k water/s). The sum of the steam output after reaching equilibrium is around 6.8k per second going by the sum of the steam consumption from the turbines. I stumbled across this thread whil...
- Thu Jan 30, 2020 4:42 am
- Forum: Duplicates
- Topic: [0.17.25] Pumps not working correctly?
- Replies: 4
- Views: 1921
Re: [0.17.25] Pumps not working correctly?
So, this may not be a bug ... I should be getting 720k water/minute, but production stats only shows 648k. This appears to have actually been a bug, though I'm currently trying to convince the devs of this . The issue relates to the fluid system change, where the pump fluidbox size no longer suppor...
- Wed Jan 29, 2020 11:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 13494
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
@BlueTemplar: I'd need to download 0.16 again and invest the time into dissection, but my naive guess would be moving fluid simulation out of entity logic into its own system so it can run on a parallel thread. As it stands right now, all entities that have fluidboxes run their logic before fluid s...
- Wed Jan 29, 2020 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
- Replies: 35
- Views: 13494
Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
@malventano: Reducing the rate like that can severely impede the fluid wagon loading time, since pump-to-wagon transfer is not based on fluid mechanics, but still uses the pumping rate number. I've already tested it. Empty rate is 100/tick / 6000/s with pumping_speed = 100. Wagon fill rate is sligh...