Search found 22 matches

by evg-zhabotinsky
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 ...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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.
Screenshot (8).png
Screenshot (8).png (742.58 KiB) Viewed 3511 times
I think it started doing so a few versions ago.
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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 ...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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 &...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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.
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...
by evg-zhabotinsky
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...

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