Search found 77 matches
- Fri Feb 16, 2024 12:30 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 23895
Re: Friday Facts #398 - Fulgora
I wonder... what killed them all. Was it the weather? Was it themselves? Or something else... alive out there?
- Fri Feb 16, 2024 12:27 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 23895
Re: Friday Facts #398 - Fulgora
Vulcanus is Venus, Fulgora is Mars. Any objections?
- Fri Feb 16, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 23895
Re: Friday Facts #398 - Fulgora
At the beginning I got a feeling of emptiness and cruel hostality of lifeless nature. Once the dead civilization got revealed, I got even slightly depressed. Very dark mood. I just hope that the ruins are planet-wise phenomenon and that they are not just at the spawn
- Mon Feb 12, 2024 11:25 am
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 70
- Views: 7056
Re: Quality level names poll
I personally can't find a fitting name for tier 4. Most popular 'Exceptional' is good with its meaning, but the name is very long imho. People will likely come ap with a way to shorten it, the same has happened f.e. with green/red/blue chips. I suggest using term 'Exemplary'
- Fri Feb 09, 2024 12:23 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 16556
Re: Friday Facts #397 - Factoriopedia
One little remark, the two most used things in the information panel (except maybe for the stack-size, etc) is likely the "Ingredients" and "Used In". The "Unlocked By" is rarely used, but now it's taking up a lot of screen space, and you would have to scroll past it e...
- Fri Feb 09, 2024 11:59 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 127249
Re: Friday Facts #375 - Quality
I feel like the new naming should address following issues: Shouldn't imply any sort of chance, rarity or even gamble All tiers should clearly define the tiers order All names should be as short as possible as the terms will get used very frequently Here I have come up with suggestions which comply ...
- Tue Feb 06, 2024 1:09 pm
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 737
Re: Debugging poor performance on gigantic map
Very interesting insight into the map generation. Thank you very much!
- Mon Feb 05, 2024 8:57 am
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 737
- Sun Feb 04, 2024 2:59 pm
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 737
Re: Debugging poor performance on gigantic map
Well it used only about 1 of 8 of my CPU cores and it didn't actually generate new chunks, didn't help with my confusion, what the requested chunks mean
- Sun Feb 04, 2024 1:55 pm
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 737
Re: Debugging poor performance on gigantic map
I have tried that and it had no effect on the performance. I have used a command to force generate all requested chunks and after the unfroze after 20 minutes, the performance jumped from 16 ups to about 70 ups (requested game speed is 100x). The requested chunks had dramatic impact on performance, ...
- Sun Feb 04, 2024 11:46 am
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 737
Re: Debugging poor performance on gigantic map
Map generation is such that there is no water, no trees, no cliffs, no ores, no biters, basically nothing excepts rocks. The poor performance might also have something to do with requested chunks count, not sure what that means though
- Sun Feb 04, 2024 1:07 am
- Forum: Technical Help
- Topic: Debugging poor performance on gigantic map
- Replies: 14
- Views: 737
Debugging poor performance on gigantic map
Hi, I am exploring the limits of Factorio engine and I am doing an experiment of generating milions of chunks via pollution. I know that pollution has a performance impact, especially on this extreme scale, but I am wondering, how do I read that from the debug menu? It says it takes about 75ms on En...
- Fri Feb 02, 2024 1:49 pm
- Forum: News
- Topic: Friday Facts #396 - Sound improvements in 2.0
- Replies: 98
- Views: 12994
Re: Friday Facts #396 - Sound improvements in 2.0
Factorio music is very nice, but after hundreds and thousands of hours it gets very repetitive. Please give us 10 more hours of music, even if it increases the price of the expansion. Pleeeaaasssseee <3
- Fri Jan 26, 2024 2:18 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 16750
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Could there be a case where you need different priority for incomming and outgoing trains? If so, I guess it can be done via circuitery, but a separate slider would be much easier.
- Fri Jan 19, 2024 12:39 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 20676
Re: Friday Facts #394 - Assembler flipping and circuit control
This made me thinking... Can you dump fluids in assemblers? If yes, how does it work? If not... this can be abused to destroy fluids automatically. You could be automatically resetting a recipe which takes an undesired fluid.
- Fri Jan 19, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 133
- Views: 20676
Re: Friday Facts #394 - Assembler flipping and circuit control
Is the assembler's dump inventory limited? I mean slotwise and amountwise. Can you in theory store all crafted items from many different recipes in there as you wouldn't be emptying the dump? If it is limited, does the overflow just chestplode?
- Fri Jan 12, 2024 2:16 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45259
Re: Friday Facts #393 - Putting things on top of other things
The green belts got me thinking. There are only two whole frames each item goes trough, so that's why the belts don't look good. I have a pipe dream - detaching FPS limit from UPS limit, make the game being able to appear smoother on fast refreshrate monitors. I can imagine it needing a significant ...
- Fri Jan 12, 2024 12:21 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45259
Re: Friday Facts #393 - Putting things on top of other things
Now belts can be even more convenient than trains on short to middle distances. I hope there are better wagons, locomotives or some other improvements besides bridges. Unless the bridges add so much value to the train network, hard to judge without trying it. It just feels silly to me to have 8+ wag...
- Mon Jan 08, 2024 10:24 am
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 23957
Re: Friday Facts #392 - Parametrised blueprints
Very cool feature. I have to also note, that limit of 10 parameters can be quite limiting for huge blueprints where the effort of filling out tens of parameters can still be worth than having more smaller blueprints. If you could find a way to make the parameters count unlimited, it would have been ...
- Sun Jan 07, 2024 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.101] Train incorrectly reports "Destination full"
- Replies: 3
- Views: 1304
[boskid][1.1.101] Train incorrectly reports "Destination full"
Hi again, I have an available train station and a train scheduled to go there reports "destination full" even though there is a valid path to it. I need to set the train to manual and back to automatic to make it go there. Same-ish issue as here: https://forums.factorio.com/viewtopic.php?f...