Search found 1099 matches

by sillyfly
Thu Apr 28, 2016 2:48 pm
Forum: Balancing
Topic: Rebalancing request for the hole crafting
Replies: 9
Views: 3043

Re: Rebalancing request for the hole crafting

...things should not only require 0.5 sec to be finished... I agree with this - I seem to recall there have been some official talk about rebalancing crafting times back around the time 0.10 came out, but nothing of that sort ever happened. To be honest, I fear now may already be too late, as there...
by sillyfly
Tue Apr 26, 2016 6:48 am
Forum: Off topic
Topic: Factorio as a mobile game would be nice
Replies: 6
Views: 3519

Re: Factorio as a mobile game would be nice

Phribos wrote:Hey, guck mal hier.
(Have a look)
That was an April Fools joke :)
But here is a more serious discussion: viewtopic.php?f=6&t=22024

In short - not probable, at least not in the short term.
by sillyfly
Tue Apr 26, 2016 4:54 am
Forum: Implemented Suggestions
Topic: Research progress visualization ☸
Replies: 17
Views: 24023

Re: Research progress visualization ☸

Actually, since research progress is now continuous (rather than discrete, as it was before) this is much less relevant.
by sillyfly
Mon Apr 25, 2016 2:51 pm
Forum: Duplicates
Topic: [0.12.29][linux-windows] Key bindings set to "unknown"
Replies: 3
Views: 1132

Re: [0.12.29][linux-windows] Key bindings set to "unknown"

Do you have characters in one keyboard layout that don't exists in the other?
by sillyfly
Sun Apr 24, 2016 11:41 am
Forum: Technical Help
Topic: Easy Multiplayer
Replies: 22
Views: 9600

Re: Easy Multiplayer

There is an option when starting a multiplayer game (where you set latency, etc). If you use an headless server there is a command line flag `--peer-to-peer` . It seems as if in both cases the default is not to use peer to peer, so I may be mistaken about the NAT traversal issues (needing or not nee...
by sillyfly
Sun Apr 24, 2016 11:31 am
Forum: Technical Help
Topic: Easy Multiplayer
Replies: 22
Views: 9600

Re: Easy Multiplayer

The connection, or more precisely - the latency. In Factorio multiplayer each peer still runs the full simulation, so there is no real "server", however, when hosting you can disable peer-to-peer network mode. This means that while each host still runs the full simulation, packets are only...
by sillyfly
Sun Apr 24, 2016 11:00 am
Forum: Technical Help
Topic: Easy Multiplayer
Replies: 22
Views: 9600

Re: Easy Multiplayer

Multiplayer portal is already planned for 0.13. As for avoiding port forwarding - this is sadly impossible with Factorio's network model (AFAIK). If you disable peer to peer mode you don't need to use port forward (Except for in the server), but performance would probably suffer. Edit: FFF#116 has s...
by sillyfly
Sat Apr 23, 2016 8:50 am
Forum: Technical Help
Topic: Stuttering/choppy gameplay
Replies: 8
Views: 5192

Re: Stuttering/choppy gameplay

Are you using any mods?
by sillyfly
Fri Apr 22, 2016 7:19 am
Forum: Gameplay Help
Topic: Seed / Exchange String for Water World?
Replies: 10
Views: 4033

Re: Seed / Exchange String for Water World?

That's probably not possible, but it's functionally the same as limiting the map size, so you can just do that (leave enough so that all visible chunks will be water, which you can fill with the map editor).
by sillyfly
Fri Apr 22, 2016 5:00 am
Forum: Gameplay Help
Topic: Seed / Exchange String for Water World?
Replies: 10
Views: 4033

Re: Seed / Exchange String for Water World?

Then just start with any seed, possibly with limited map size, and change the land all around to water...
by sillyfly
Thu Apr 21, 2016 2:23 pm
Forum: Gameplay Help
Topic: Seed / Exchange String for Water World?
Replies: 10
Views: 4033

Re: Seed / Exchange String for Water World?

I'm not sure such a thing exists, as I don't think the map generator is able to generate such a world.
You could however create something similar with the map editor, but it would obviously be unplayable, so I'm not sure why you'd want to do that.
by sillyfly
Thu Apr 21, 2016 12:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.24] [cube] Really slow map upload
Replies: 11
Views: 13011

Re: [0.12.24] [cube] Really slow map upload

I think the point about TCP was that it takes care of packet loss and transfer speed for you, so it can work fast "out of the box", at the price of being more rigid (less customizable).

But it's great to hear the network code implementation is being improved!
by sillyfly
Thu Apr 21, 2016 4:42 am
Forum: Resolved Problems and Bugs
Topic: F5 debug info - how to read it?
Replies: 17
Views: 14934

Re: F5 debug info - how to read it?

roidal wrote: And what does "Flip" mean?
It refers to page flipping. Basically the time it takes the GPU to change the display from one frame to the next. I believe this value includes the time waited for VSync, so a large value may not necessarily indicate a problem, but I'm not sure about it.
by sillyfly
Wed Apr 20, 2016 7:04 pm
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 114
Views: 117631

Re: Question before I buy.

No.

Multiplayer naturally needs net connection (but you can have LAN multiplayer games), and if you get the Steam version the cloud synchronization may take significant data, but you can always turn it off.
by sillyfly
Wed Apr 20, 2016 7:18 am
Forum: Gameplay Help
Topic: [FIXED] IN NEED belt corners
Replies: 12
Views: 4639

Re: IN NEED belt corners

I think the problem is that right before the turn you go through only one splitter, so basically you only have half throughput. Since you have a balancer right after the turn you don't need one before the turn, but if you want one before the turn make sure you do it right (you are missing the underg...
by sillyfly
Wed Apr 20, 2016 6:47 am
Forum: Ideas and Suggestions
Topic: Does NOT support IME
Replies: 7
Views: 4779

Re: Does NOT support IME

Not sure which Allegro version Factorio currently uses, but presumably it should have been possible with 5.2: https://wiki.allegro.cc/index.php?title=Allegro_roadmap
by sillyfly
Wed Apr 20, 2016 6:28 am
Forum: Ideas and Suggestions
Topic: Change water/ground ratio in water edge tiles
Replies: 0
Views: 1005

Change water/ground ratio in water edge tiles

The water edge tiles are graphically very skewed towards containing more water. Look at this picture: http://i.imgur.com/xN97tQR.png I have added grid lines to show where tiles end, but these are basically the water edge tiles used in Factorio. They are between 60% to 90% water, although these tiles...
by sillyfly
Tue Apr 19, 2016 5:37 am
Forum: Duplicates
Topic: Signal bug when placed too close from rail junction
Replies: 18
Views: 9214

Re: Why are these signals green?

Koub wrote:I'll say duplicate of 21464, and resolved for the next major release (0.13)
[Koub] Moved to Duplicates
As I understand it the resolution is pending 0.13, meaning it is not yet resolved, but they will work on it for 0.13. Not that it matters all that much ;)
by sillyfly
Tue Apr 19, 2016 2:39 am
Forum: Resolved Problems and Bugs
Topic: Chain Signal Inconsistent Behavior
Replies: 3
Views: 2218

Re: Chain Signal Inconsistent Behavior

Another issue which is possibly the same bug: viewtopic.php?f=18&t=23678&p=150340#p150317
by sillyfly
Tue Apr 19, 2016 2:39 am
Forum: Duplicates
Topic: Signal bug when placed too close from rail junction
Replies: 18
Views: 9214

Re: Why are these signals green?

It seems to me it's related to this bug, perhaps even exactly the same, so presumably it is waiting for 0.13. I'll leave a link there to this thread.

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