Search found 35 matches
- 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...
- 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...
- 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 ...
- 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...
- 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, ...
- 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...
- 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...
- 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>---] ------...
- 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.
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.
- 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...
- 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...
- 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, ...
- 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...
- Sun Dec 10, 2017 4:38 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 77523
- 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...