Search found 22 matches
- Sun Sep 26, 2021 5:32 am
- Forum: Not a bug
- Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
- Replies: 24
- Views: 11921
Re: [Oxyd] [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
If so, looks like a prime-offload issue, and needs to be reported elsewhere. The feature is supposed to be transparent to the apps so even if Factorio is "responsible" this shouldn't be its problem. Can't do any testing myself since my dGPU doesn't have prime-offload-compatible drivers, I ...
- Mon Sep 20, 2021 5:15 am
- Forum: Not a bug
- Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
- Replies: 24
- Views: 11921
Re: [Oxyd] [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
I finally downloaded standalone Factorio for Linux and tested performance. The ways of running Factorio that I tested: - Standalone - Standalone through Steam: runtime and overlay disabled, LD_PRELOAD and LD_LIBRARY_PATH force-unset - Standalone through Steam: runtime and overlay enabled - Steam: ru...
- Wed Aug 25, 2021 12:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.38] Cut preview highlights unaffected entities
- Replies: 3
- Views: 3511
Re: [1.1.38] Cut preview highlights unaffected entities
If this is the case then it might be related to the fix for this bug: 98344 Actually, I suspect Shift-cut has cosmetic effect only because copy tool isn't affected. Just checked, it did start in 1.1.36 where 98344 was fixed (And lost my whole blueprint library by downgrading. Oops. And realized too...
- Tue Aug 24, 2021 11:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.38] Cut preview highlights unaffected entities
- Replies: 3
- Views: 3511
[Tobias] [1.1.38] Cut preview highlights unaffected entities
Cut tool preview highlights and counts unaffected entities.
That includes trees, rocks, cliffs and fish. I think it started doing so a few versions ago.
That includes trees, rocks, cliffs and fish. I think it started doing so a few versions ago.
- Tue Aug 24, 2021 3:34 pm
- Forum: Not a bug
- Topic: [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
- Replies: 24
- Views: 11921
Re: [Oxyd] [1.1.35] Linux - Lower FPS on Steam version than on non Steam version
Steam on Linux has one huge bug/feature, called Steam Runtime . https://wiki.archlinux.org/title/Steam/Troubleshooting#Steam_runtime It is a feature, because it (usually) lets you ignore library dependencies of your games and just play them. It is a bug, because most of the time it degrades performa...
- Tue Aug 24, 2021 3:00 pm
- Forum: Ideas and Suggestions
- Topic: "Turrets engaed" icons hide "Entity damaged/destroyed" on map
- Replies: 2
- Views: 1178
Re: "Turrets engaed" icons hide "Entity damaged/destroyed" on map
Sorry for my lag, my forum notifications were broken. They are simply shown in the order they're created. Either that isn't quite the case, or the "Engaged" notifications get re-created over and over again, giving no chance to the destruction notifications. And in the tray, these notificat...
- Thu Aug 19, 2021 1:46 pm
- Forum: Not a bug
- Topic: UPS gets throttled down to FPS
- Replies: 3
- Views: 1942
Re: UPS gets throttled down to FPS
Found this: https://forums.factorio.com/viewtopic.php?f=6&t=8280 Reduce FPS while minimized/inactive? Not quite the same, but one more reason for FPS limiting code. With 3 settings: Normal FPS, Unfocused, and Hidden. FPS is already limited by VSync just fine so nothing should break. The "Lo...
- Thu Aug 19, 2021 12:47 pm
- Forum: Not a bug
- Topic: UPS gets throttled down to FPS
- Replies: 3
- Views: 1942
Re: UPS gets throttled down to FPS
Thanks for reply. https://cdn.factorio.com/assets/img/blog/fff-70-threads-long-update.png That last diagram really seems to match what's happening in my case, I get FPS=UPS of approximately 1000/("Update"+"Render preparation")<=60. In some cases, mostly on map with show-pollution...
- Wed Aug 18, 2021 7:42 am
- Forum: Ideas and Suggestions
- Topic: Make "all trees/rocks" into filters for deconstruction planners
- Replies: 17
- Views: 6640
Re: Make "all trees/rocks" into filters for deconstruction planners
By "Undo not supported" you mean cancelling the order or "un-chopping-down" the trees? xD But yeah, e.g. "Empty miner deconstruction" mod seems to suffer from the same problem. (Plus its "deconstruction planner" cannot be deleted if you put it in inventory, gu...
- Tue Aug 17, 2021 3:37 pm
- Forum: Not a bug
- Topic: UPS gets throttled down to FPS
- Replies: 3
- Views: 1942
UPS gets throttled down to FPS
What am I doing? Just paying the game with a large enough factory. No mods, pure Vanilla. To exclude "Your Linux setup sucks" possibility test results are from Windows. What happens? The game throttles down UPS to match the FPS it can pump out when graphics can't keep up. FPS and UPS are ...
- Fri Aug 06, 2021 7:39 am
- Forum: Tools
- Topic: Script to speed up Steam Cloud sync by excluding autosaves
- Replies: 0
- Views: 2283
Script to speed up Steam Cloud sync by excluding autosaves
Note: I am running Linux so all this is for Linux. But I believe on Windows Steam Cloud behaves the same and the script can be rewritten for cmd/powershell. Ever had to wait for what felt like eternity for Steam to finish syncing your saves, after closing game or, even worse, before starting it? Th...
- Sun Aug 01, 2021 12:02 pm
- Forum: Ideas and Suggestions
- Topic: "Turrets engaed" icons hide "Entity damaged/destroyed" on map
- Replies: 2
- Views: 1178
"Turrets engaed" icons hide "Entity damaged/destroyed" on map
What I did: Placed "crowds" of laser turrets. They get attacked from time to time, sometimes damaged or even destroyed. Expected behavior: Notifications show up in tray and on map, more "bad" ones hiding less "bad" ones if necessary, i.e. "Destroyed" covers &...
- Sun Aug 01, 2021 11:19 am
- Forum: Implemented in 2.0
- Topic: Add simple train stop priorities on top of 1.1 train limit system.
- Replies: 16
- Views: 5890
Re: Add simple train stop priorities on top of 1.1 train limit system.
My thoughts on the subject: 1. Destination priorities I suspect that, in most cases, prioritizing train stops with largest "train shortage" (limit minus reservations) is sufficient. Unlimited stations have lowest priority. "Time till buffer empty" might be better, which should be...
- Sun Aug 01, 2021 8:28 am
- Forum: Implemented in 2.0
- Topic: Redo functionality
- Replies: 51
- Views: 19923
Re: Redo functionality
My reasons to want a "Redo" option: 1. I often habitually try to undo text edits, which results in in-world undo. 2. More rarely I try to undo other things in UIs, to the same effect. 3. Some edits are not recorded for undo, e.g. entity config changes, manually edited wires, and usually ro...
- Sun Aug 01, 2021 6:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Cliff Deconstruction not issued (MR)
- Replies: 13
- Views: 9995
Re: [0.17.4] Cliff Deconstruction not issued (MR)
Same here, happened dozens of times to me. Stopped counting occurences when robots started showing on map, as it is now easier to detect. Possible solutions, as I see it: 1. Stop cliffs changing hitboxes upon neighbor changes, if possible. 2. Pre-compute final hitbox and order wider deconstruction i...
- Sat Jan 09, 2021 11:22 pm
- Forum: Ideas and Suggestions
- Topic: "One-shot" mode for trains
- Replies: 4
- Views: 1423
"One-shot" mode for trains
TL;DR Ever wanted to send a train somewhere and make it stop there without babysitting the GUI? Or maybe you are tired of having to open its GUI and clicking that tiny switch to "manual" after every trip? Why not add an option to automatically switch to "manual" at next stop? Wh...
- Sat Jan 09, 2021 10:07 pm
- Forum: Ideas and Suggestions
- Topic: wanted: keyboard shortcut to toggle train manual/automatic
- Replies: 21
- Views: 11941
Re: wanted: keyboard shortcut to toggle train manual/automatic
I think that F or C can be used for that hotkey. Both of them are close to V and G that are also used for trains. You normally don't shoot when inside a train, so C should be fine. F is now used to flip blueprints, but so is G, I don't think it is a problem.
- Sat Jan 09, 2021 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Force train with empty schedule to manual
- Replies: 8
- Views: 2017
Re: Force train with empty schedule to manual
The train overview part is fixed in the new (awesome!) trains GUI. Path penalty for empty-schedule train is now 7000 (like empty manual train), so no more deadlocks either. However, the other inconveniences for the "personal train" usecase remain: Train remains in "auto" after ar...
- Sun Dec 13, 2020 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Make "all trees/rocks" into filters for deconstruction planners
- Replies: 17
- Views: 6640
Re: Make "all trees/rocks" into filters for deconstruction planners
+1 for that. I currently have an "Unnatural deconstruction" planner that removes all my stuff and doesn't touch the environment, and I had to individually add every single tree to it, in addition to the few rocks, cliffs and fish. It does not have to be "items" in the normal tabs...
- Thu Dec 10, 2020 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
- Replies: 15
- Views: 4254
Re: Allow the "Q" picker over the "Crafting" items to select a ghost
current behavior is needed especially for players who don't yet have robots or don't realize they are placing ghost accidentally. Then make it an option, just like "Pick ghost item if no items are available". Actually, I suspect all the ghost-related options can be enabled with a single c...