Search found 452 matches

by raiguard
Fri Feb 08, 2019 3:28 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43466

Re: Friday Facts #281 - For a Few Frames More

Oh my gosh, you can't even understand how happy I am for these optimizations. I have been wanting to be able to play Factorio in hi-res ever since I found the option, but my GPU was too weak to do it (GTX 660Ti 3GB). I have still been playing on hi-res, but have simply accustomed myself to the large...
by raiguard
Fri Feb 01, 2019 6:23 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 88583

Re: Friday Facts #280 - Visual Feedback is the king

I literally squeaked when I saw "toggle personal roboport" and "toggle exoskeletons"! I had already used a mod for this, but having it in vanilla will be very nice indeed! Personally I would like to be able to toggle absolutely everything (logistics requests, trash slots, belt mo...
by raiguard
Fri Jan 18, 2019 3:49 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 65899

Re: Friday Facts #278 - The new quickbar

So they Remove Shift + 1-5 for right side? Think about it. How would you Access Pages 6-0 fast? It's very uncomfortable to reach them and I don't have small hands. For me It allays was just: - 1-5 for Left Side Items. - Shift(hold) + 1-5 for Right Side Items - X to get another Page. That's so intui...
by raiguard
Fri Jan 11, 2019 8:55 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 42875

Re: Friday Facts #277 - GUI progress update

Ooo, I see that the implementation of the new blueprint library has not been done yet! This gives me a chance to still propose my ideas about it! I'm going to write a proposal in the ideas and suggestions forum. The new GUI is really slick. Most importantly, it's CONSISTENT ! That was the biggest fl...
by raiguard
Fri Jan 04, 2019 8:18 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 64282

Re: Friday Facts #276 - Belt item spacing & Script rendering

J-H wrote:
Fri Jan 04, 2019 6:55 pm
Train signals also need fixing.
What are you talking about? Signals work perfectly fine. What needs fixing?
by raiguard
Sat Mar 17, 2018 5:47 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 1630

Re: [0.16.30] Extreme lag at max zoom level with biters

I see, thanks for your time.
by raiguard
Sat Mar 17, 2018 4:46 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 1630

Re: [0.16.30] Extreme lag at max zoom level with biters

So turning off low VRAM mode makes it playable (~40FPS) rather than going down to ~5FPS. I can deal with that, I guess. I need the high-res.
by raiguard
Sat Mar 17, 2018 4:34 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 1630

Re: [0.16.30] Extreme lag at max zoom level with biters

Huh, that's disappointing (seeing as GPU prices are absolutely ridiculous at the moment). I thought this was a bug because it didn't used to do this, it only started with 0.16.30. Thanks for the quick response.
by raiguard
Sat Mar 17, 2018 4:17 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 1630

[0.16.30] Extreme lag at max zoom level with biters

Since updating to 0.16.30, I have been experiencing severe lag spikes when fully zoomed out whilst fighting biters. It also happened once when I was just riding in my train, with no biters in sight. Something in the actual game render begins to take forever, according to the debug screen. Here is a ...
by raiguard
Mon Feb 26, 2018 11:09 pm
Forum: Not a bug
Topic: [16.26] Items on belt overcompressed after last update
Replies: 8
Views: 5721

Re: Strange belt bug

I experienced this too. Here is a screenshot and a the save. When I picked it up I received over 1200 stone.

HOLY GEEZ BIG SCREENSHOT. SORRY.
Image

Save file is attached.

Merged...
by raiguard
Wed Dec 13, 2017 9:28 pm
Forum: Duplicates
Topic: [16.1] Crash on Open/first tick
Replies: 8
Views: 3207

Re: [16.0] Crash on Open/first tick

Something I have noticed: In the few seconds that my save runs before crashing, all of the trains are at a stop (the ones that were moving before the save suddenly stop). Could this crash have something to do with train pathfinding?
by raiguard
Wed Dec 13, 2017 8:36 pm
Forum: Duplicates
Topic: [16.1] Crash on Open/first tick
Replies: 8
Views: 3207

Re: [16.0] Crash on Open/first tick

This happens to me as well, although the factory runs for about three seconds before the crash occurs. I have attached the save and log file. I was using a bunch of QoL mods, the only one that changed actual gameplay was RSO.

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