Search found 1099 matches
- 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...
- 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
That was an April Fools jokePhribos wrote:Hey, guck mal hier.
(Have a look)
But here is a more serious discussion: viewtopic.php?f=6&t=22024
In short - not probable, at least not in the short term.
- 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.
- 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?
- 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...
- 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...
- 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...
- 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?
- 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).
- 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...
- 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.
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.
- 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!
But it's great to hear the network code implementation is being improved!
- 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?
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.roidal wrote: And what does "Flip" mean?
- 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.
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.
- 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...
- 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
- 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...
- 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?
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 muchKoub wrote:I'll say duplicate of 21464, and resolved for the next major release (0.13)
[Koub] Moved to Duplicates
- 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
- 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.