Search found 35 matches

by luziferius
Tue Mar 12, 2019 1:06 pm
Forum: Ideas and Suggestions
Topic: [Optimization] Improve map download netcode
Replies: 7
Views: 2878

[Optimization] Improve map download netcode

The network code used to download multiplayer maps can be optimized, resulting in generally faster map downloads. Here in Germany, many ISPs offer highly asymmetric DSL lines, like 16MBit/s down, 0.5MBit/s up. Because the factorio network code uses about 4 times the number of packages in upload dire...
by luziferius
Thu Mar 07, 2019 7:43 pm
Forum: Not a bug
Topic: [0.17.8] [GUI] Confirmation buttons are ultra wide
Replies: 2
Views: 1069

Re: [0.17.8] [GUI] Confirmation buttons are ultra wide

I think this is intentional. At least the early mock-ups, like shown in https://www.factorio.com/blog/post/fff-246, already show those wide buttons. But under some circumstances, the text on other buttons gets truncated, while the large green button grabs most of the horizontal space available. This...
by luziferius
Fri Sep 07, 2018 8:38 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 41499

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

There are quite some different keyboard layouts out there … The scan code based approach looks reasonable. I use the german »neo2« layout, so my keyboard looks like this: http://neo-layout.org/grafik/druckvorlage/neo-druckvorlage.png (Ignore the bottom row. The image is a low resolution render of a ...
by luziferius
Wed Mar 28, 2018 7:08 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 2587

Re: [0.16.35] Factorio deadlocks ingame, SP, no mods

I hope that this will resolve itself when the renderer rewrite hits in 0.17. When only render deadlocks, then the game should therefore continue doing autosaves. Since that stopped (huge time diff in log without saves), I conclude it was the prepare step. If this happens again, would a full memory d...
by luziferius
Tue Mar 27, 2018 11:25 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 2587

Re: [0.16.35] Factorio deadlocks ingame, SP, no mods

This does not happen often and I have not found any reproduction steps. The steam version runs fine for days worth of play time, so its not that I can't play because of this. I thougth about it a bit more: It might be a lock in the graphics driver caused by some weird interactions between Factorio, ...
by luziferius
Tue Mar 27, 2018 10:21 pm
Forum: 1 / 0 magic
Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
Replies: 6
Views: 2587

[0.16.35] Factorio deadlocks ingame, SP, no mods

Well, This might be 1/0 magic… I got a deadlock. Rendering stops. Simulation stops (CPU load drops to 13% of a single core.). Autosaves stop being saved. It now happened the second time, the first time was several versions ago, but I don’t remember which 0.16.x version that was. After I got the dead...
by luziferius
Mon Mar 12, 2018 7:44 pm
Forum: Resolved Problems and Bugs
Topic: [Posila] [0.16.29] Corrupted graphics - SOLVED
Replies: 19
Views: 11265

Re: [0.16.29] Corrupted graphics

Currently, all logs are from the windows version. GPU vendor is mixed (AMD, NVidia). Maybe try to force the game to use the OpenGL renderer to see if this is specific to the Direct3D renderer: Open config\config.ini in the user data directory (https://wiki.factorio.com/Application_directory) Then en...
by luziferius
Thu Mar 01, 2018 11:32 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 116526

Drain, idle consumption

Der Großteil der elektrische Energie verbrauchenden Maschinen hat einen Leerlaufverbrauch (»Drain« in der englischen Version). In der derzeitigen Übersetzung sind im Infofenster am linken Rand zwei Zeilen: ----- Energieverbrauch: <x> kW Verbrauch: <y> kW Elektrizität: [----<Anzeigebalken>---] ------...
by luziferius
Sun Feb 18, 2018 3:27 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable
Replies: 2
Views: 4852

Re: [Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable

Thank you!
This is one of those tiny little things towards perfection.
It just looked like it was forgotten unintentionally when the feature was introduced, therefore got a bug report. :D
by luziferius
Fri Feb 16, 2018 11:44 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable
Replies: 2
Views: 4852

[Dominik] [0.16.24] UI: Deconstuction Planner labels not clickable

Hi, In 0.16.21, you added: Gui The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons. But it seems you forgot to add the same for the blacklist/whitelist switch in the Deconstruction Planner. Maybe use your IDEs »search usage« functionality on the s...
by luziferius
Wed Feb 07, 2018 11:57 am
Forum: Duplicates
Topic: [0.16.22] Able to squeak through connected storage tanks
Replies: 1
Views: 707

[0.16.22] Able to squeak through connected storage tanks

I noticed that I am able to squeak through directly connected storage tanks sometimes. It is not deterministically reproducible, because it depends on user input. If the player is in the correct position (like in the attached save), it is 100% reproducible. I got to this state 4 or 5 times while fid...
by luziferius
Sat Dec 23, 2017 4:21 pm
Forum: Duplicates
Topic: [0.16.7] Trains: insta-full-stop if destination is in other direction
Replies: 3
Views: 1077

Re: [0.16.7] Trains: insta-full-stop if dest. is in other direc.

This is kind of different from mining a train stop which is the next stop on a schedule. If the train moves backwards , is switched to automatic mode and the pathfinder finds a path from the current position to the destination leading in the opposite direction, it can always do a normal break stop, ...
by luziferius
Thu Dec 21, 2017 10:16 pm
Forum: Duplicates
Topic: [0.16.7] Trains: insta-full-stop if destination is in other direction
Replies: 3
Views: 1077

[0.16.7] Trains: insta-full-stop if destination is in other direction

Observed behaviour: If you currently drive a two-headed train (or a single-headed train backwards) in manual mode and switch on automatic mode, the train instantly drops to zero speed if the new destination is in the opposite direction. Expected behaviour: The train should decelerate/break regularly...
by luziferius
Sun Dec 10, 2017 4:38 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 77523

Re: Friday Facts #220 - The best Friday Facts ever

artillerytrain.png
artillerytrain.png (2.68 MiB) Viewed 6452 times
by luziferius
Thu Jun 01, 2017 1:15 pm
Forum: 1 / 0 magic
Topic: [0.15.5] Eco Unfriendly Does Not Activate
Replies: 7
Views: 3577

Re: [0.15.5] [Harkonnen] Eco Unfriendly Does Not Activate

I’m affected by this bug, too. For me, it happened back in version 0.14.x, which did not unlock eco-unfriendly upon researching oil processing. I migrated my map to 0.15 and still did not get that achievement. The achievements window looks like this: (Granted computer age 2 achievement shows that oi...

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