Just use Discord?Pe334 wrote:Are their any plans to integrate somthing like Teamspeak in this game or an integrated Teamspeak-Overlay?
I use Discord for everything, even games that have voip built in.
Just use Discord?Pe334 wrote:Are their any plans to integrate somthing like Teamspeak in this game or an integrated Teamspeak-Overlay?
This is obviously a sneak peek of a new feature that lets you precisely connect pipescva wrote:Hi,
at your image:
Is there a bug on the right side in the middle? Why do the two pipes not connect? Was there some change too?
cva
If you guys could find a good way to enable placing two pipes adjacent to each other without them connecting, I would be so happyglex wrote:: )cva wrote:Hi,
at your image: Is there a bug on the right side in the middle? Why do the two pipes not connect? Was there some change too?
cva
This is a preview, it's aimed to show all the positions of the pipes,
no bugs, no worries. (yet?)
Like justarandomgeek's Factorio computer?This didn't change since it was added in December 2012. And it worked well, until people started making combinator contraptions with 40,000 lamps and 6,000 combinators, slowing down the game significantly.
The new pumps look awesome, I love the sort of industrial steam punk design. However, it's not very clear to me which direction they are pumping in just by looking at the pumps themselves - I have to look at the fluid flow in pipes to really be sure about the direction of fluid flow. Also, the fluid in the pipes looks like it's moving faster than the pumps are pumping it... Is there anything that can be done to tweak those things?These past weeks Albert has been working on a new 2x1 pump, which will replace the current 1x1 pump for pipes, which will also be used for filling the fluid wagon at the station.
Very glad to see that the circuit network performance has been improved! Now we just need to ensure that mods aren't changing values every tick (maybe there can be a check in API to see if value is different from current value and if not then don't trigger an update?)The way the circuit network worked before the optimization was something like this:
Every connected entity that has signals to send would sent the signals every game tick.
same here.Deadly-Bagel wrote:I'm getting "Internal server error" trying to load FF =(
It's intermittent error - try again in few mins...Deadly-Bagel wrote:I'm getting "Internal server error" trying to load FF =(
Probably the same as when turrets got biggerMengmoshu wrote:What will happen if I have the current 1x1 pumps in a save when I update to whatever version contains the 1x2 pumps? I'm hoping for something like leaving the old entity in until the player removes it, and dropping the new pump when they do.
That would be awesome as we could connect a couple of offshore pumps to a single 2x1 pump and then follow on to drive a whole bunch of boilers and steam engines in a massive power station setup.sabriath wrote:I suggest keeping the 1x1 pump and add the 2x1 at 60 fluid/sec or more rate.