Search found 2334 matches

by Jap2.0
Wed Nov 18, 2020 8:35 pm
Forum: Technical Help
Topic: What's the use of RCON ?
Replies: 4
Views: 681

Re: What's the use of RCON ?

To my understanding, yes.

For those who are familiar with it, I'm pretty sure this is how Clusterio works.
by Jap2.0
Wed Nov 18, 2020 7:34 pm
Forum: Technical Help
Topic: What's the use of RCON ?
Replies: 4
Views: 681

Re: What's the use of RCON ?

RCON is used to allow the server to communicate and send commands to the game - for example, some servers will send chat between an external service (eg. Discord) and the server; it can also allow for communication between servers and a variety of other things.
by Jap2.0
Wed Nov 18, 2020 12:19 am
Forum: Technical Help
Topic: Lag in Big Sur
Replies: 30
Views: 4927

Re: Lag in Big Sur

One of you could try posting the information from here and someone could take a look; it might be a bit of a long shot, but it could be interesting.
by Jap2.0
Tue Nov 17, 2020 5:18 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 13409

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

holy cow, it's so crazy that you can't see what's happening here is happening on both sides. you keep ignoring really good advice and suggestions and ways that you can just ignore this or never run into it, No you're not ignoring the solutions? so what are you asking for it to be changed for? sound...
by Jap2.0
Tue Nov 17, 2020 5:16 pm
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 3207

Re: Combination of Crafting and Logistics Menu

It's an interesting suggestion, but I don't think it would bring much appreciable benefit. It seems rather cluttered to me (not elegant), and in my use they serve very different purposes: crafting covers most of the early game and becomes an as-needed later on, while logistics is for things that I n...
by Jap2.0
Tue Nov 17, 2020 5:02 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 13409

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

...they were all the same bad arguments that, when pressed, quickly fell apart. I'm sorry but attempting to objectively judge the quality of the arguments of the person you're arguing discussing with is generally a futile exercise. Edit/follow-up: Bonus points for removing the inflammatory part tha...
by Jap2.0
Thu Nov 12, 2020 10:10 pm
Forum: Fan Art
Topic: making motion-design video on Factorio
Replies: 5
Views: 2457

Re: making motion-design video on Factorio

AmericanPatriot wrote:
Thu Nov 12, 2020 9:43 pm
These are pictures, not a video. Am I missing something?
The video isn't done.
by Jap2.0
Tue Nov 10, 2020 8:44 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 7415

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

I think I get the general idea, but can someone succinctly say what's inconsistent about this? Every other entity in the game works slower when not receiving full power; combinators do the exact same thing.
by Jap2.0
Tue Nov 10, 2020 6:46 am
Forum: General discussion
Topic: Would it be wise to not play Factorio on Steam?
Replies: 3
Views: 1065

Re: Would it be wise to not play Factorio on Steam?

Would it be wise for me to not play Factorio on Steam, but instead, playing Factorio in standalone? There isn't a huge difference, the benefits of the standalone are playing with multiple installations, multiple large mod sets, or a fixed (old) version. If you don't buy through Steam, the devs also...
by Jap2.0
Mon Nov 09, 2020 9:36 pm
Forum: General discussion
Topic: Performance while running the game on Android phone
Replies: 11
Views: 3053

Re: Performance while running the game on Android phone

Fair point, there are a decent handful with source access. I'm not sure to what extent there are issues compiling/getting it to run, I seem to think that most of the hesitancy was desyncs/not wanting to support it, which wouldn't inhibit at least trying it. I'm not recalling anything about graphics ...
by Jap2.0
Mon Nov 09, 2020 8:20 pm
Forum: General discussion
Topic: Performance while running the game on Android phone
Replies: 11
Views: 3053

Re: Performance while running the game on Android phone

I mean, at this rate it might be almost playable emulated on ARM in a few years. Under half the startup time and 11.6 UPS higher than a Raspberry Pi 5 years ago ( ref ). I wonder when we'll break the 0 FPS ceiling. I'm curious how it would perform compiled natively for ARM linux, but I doubt we'll b...
by Jap2.0
Sun Nov 08, 2020 7:24 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 127
Views: 22922

Re: Roboports should output missing materials to circuit network

ssilk wrote:
Sun Nov 08, 2020 8:07 am
What then makes sense is to search for articles, which link to this article. How? Just use the article number, like “87903”.
...How in the world did I never realize this?
by Jap2.0
Sun Nov 08, 2020 3:37 am
Forum: Duplicates
Topic: [1.0.0] Ghost collision boxes do not match placed collision boxes
Replies: 1
Views: 349

Re: [1.0.0] Ghost collision boxes do not match placed collision boxes

I know this is a wontfix/dupe of something, the closest I can find is 67312
by Jap2.0
Sat Nov 07, 2020 6:31 pm
Forum: General discussion
Topic: Help! We are running out of bug reports!
Replies: 13
Views: 3252

Re: Help! We are running out of bug reports!

there are lots of "wont fix" and "minor issues" they can work on. I have a feeling they might not fix the "won't fix" ones. (Then again, history has shown that that can change if you complain enough. Sometimes.) I have a feeling that we'll be back down to 0 new ones op...
by Jap2.0
Fri Nov 06, 2020 7:57 pm
Forum: General discussion
Topic: CPU performance benchmarks
Replies: 169
Views: 60142

Re: CPU performance benchmarks

Maybe I'm misinterpreting your interpretation, but I consider the 5000 series quite promising - the 5600X looks like it's getting roughly comparable performance with the 9900K, so with slightly higher clocks (and maybe a slight bump due to more cores) the 5800X and 5900X could be quite promising.
by Jap2.0
Wed Oct 28, 2020 2:30 am
Forum: Minor issues
Topic: [1.0.0] Marked 'alpha' release
Replies: 3
Views: 876

Re: [1.0.0] Marked 'alpha' release

by Jap2.0
Sun Oct 25, 2020 6:01 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Handle negative progress catching up
Replies: 6
Views: 575

Re: [1.0.0] Handle negative progress catching up

That is not what the suggetion is for, the idea is for the game automatically handling it (at least notifying the user of it) in some way. Do you think the suggestion is that anytime the catching up progress goes down, it should be abandoned as a lost cause? I thought it was for an option to quit i...
by Jap2.0
Sun Oct 25, 2020 5:58 pm
Forum: Implemented Suggestions
Topic: Reordering of train stops in schedule
Replies: 10
Views: 3499

Re: Reordering of train stops in schedule

I'm not sure, but at minimum you'd have to include user_id (as I've done above, so you can tell me if this gives you a notification). You can do eg. and that works fine, so I heavily doubt that the username alone would be enough. (You can also see this in that it doesn't link the user in that case....
by Jap2.0
Sun Oct 25, 2020 5:54 pm
Forum: Ideas and Suggestions
Topic: [1.0.0] Handle negative progress catching up
Replies: 6
Views: 575

Re: [1.0.0] Handle negative progress catching up

AmericanPatriot wrote:
Sun Oct 25, 2020 5:34 pm
I’m pretty sure you can press escape and then quit game to exit the joining process.

This should probably be moved to implemented.
That is not what the suggetion is for, the idea is for the game automatically handling it (at least notifying the user of it) in some way.
by Jap2.0
Sat Oct 24, 2020 3:34 am
Forum: General discussion
Topic: Help! We are running out of bug reports!
Replies: 13
Views: 3252

Re: Help! We are running out of bug reports!

Or they might actually release 1.1 ;)

I've noticed that in the last major release or two that's been a theme in the couple weeks before a release - although keep in mind that at least some of the "assigned" ones have to be, you know, finished.

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