Search found 36 matches
- Wed Apr 16, 2025 12:29 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 57152
Re: Version 2.0.45
To me, this change is annoying too, because I prefer Rail World and think it as more natural way to play Factorio than the default settings. Also, I agree this should not come in a minor patch, because this update forces players to restart their games over if they still want to get corresponding ...
- Tue Jan 28, 2025 3:39 pm
- Forum: Releases
- Topic: Version 2.0.33
- Replies: 10
- Views: 11306
Re: Version 2.0.33
Oh, finally SegmentedUnit stopped eating my CPU on every tick, thanksFactorioBot wrote: Tue Jan 28, 2025 12:43 pm Demolishers are now no longer simulated when they are irrelevant to gameplay, and off-screen demolishers are now only partially simulated.
- Mon Jan 06, 2025 7:51 pm
- Forum: Releases
- Topic: Version 2.0.29
- Replies: 9
- Views: 11828
Re: Version 2.0.29
Top is old, bottom is new
- Mon Dec 23, 2024 4:59 pm
- Forum: Not a bug
- Topic: Working pump doesn't fill fluid tank to its limit.
- Replies: 6
- Views: 1057
Re: Working pump doesn't fill fluid tank to its limit.
So the possible solution for that could be decreasing amount of source tanks to only one?
This could solve exactly this single case. But generally it's better to do comparisons in proper way when dealing with floating point numbers (and fluids in factorio definitely are). Directly comparing them ...
- Mon Dec 23, 2024 12:56 pm
- Forum: Not a bug
- Topic: Working pump doesn't fill fluid tank to its limit.
- Replies: 6
- Views: 1057
Re: Working pump doesn't fill fluid tank to its limit.
Sorry for possible offtopic, but regardless it being bug or not, it's unreliable to assume full tank to contain exactly 25000 when it's constantly consumed from the other side. The exact value will only work if adding to the tank is computed exactly after all subtractions from it, or if subtractions ...
- Thu Dec 19, 2024 9:57 pm
- Forum: Pending
- Topic: [2.0.14] Achievement Validation Bug - "Keeping your hands clean" & "Logistics Networks Embargo"
- Replies: 2
- Views: 701
Re: [2.0.14] Achievement Validation Bug - "Keeping your hands clean" & "Logistics Networks Embargo"
Thanks for the report. Can you reproduce this issue in the latest release? There was a fix somewhat related to this and I'm unsure if it solved this exact issue.
At least, "Logistics Networks Embargo" is not fixed in the latest 2.0.27, it still doesn't stay between games and resets when I start ...
- Thu Dec 19, 2024 9:33 pm
- Forum: Duplicates
- Topic: [2.0.27] Train sprites wrong z-order when very close to each other on diagonal rails
- Replies: 2
- Views: 278
[2.0.27] Train sprites wrong z-order when very close to each other on diagonal rails
Not a major glitch, only visual one.
I built two diagonal railroads right next to each other and noticed the trains overlap each other in a weird way.
At some point the right train renders above the left train which is wrong z-order.
Here is video demonstration (sorry for bad quality):
763219725 ...
I built two diagonal railroads right next to each other and noticed the trains overlap each other in a weird way.
At some point the right train renders above the left train which is wrong z-order.
Here is video demonstration (sorry for bad quality):
763219725 ...
- Sat Nov 30, 2024 2:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 8152
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
I got Logistic Network Embargo achievement in Space Age (without any side mods - only base, elevated-rails, quality and space-age enabled), and when I start the new game or load the previous savegame (even without restarting the game between this) - the achievement uncompletes again even without ...
- Thu Nov 21, 2024 7:28 pm
- Forum: Resolved Problems and Bugs
- Topic: Bugs. The remains of destroyed buildings do not disappear
- Replies: 9
- Views: 2839
Re: Bugs. The remains of destroyed buildings do not disappear
I'd like the disappear time to be configurable in Options. Don't want them to stay forever to clog savegame size, but allowing to set some reasonable time like few hours would be the nice implrovement.
- Thu Nov 21, 2024 7:02 pm
- Forum: Releases
- Topic: Version 2.0.21
- Replies: 28
- Views: 25819
Re: Version 2.0.21
Nice change, the old rearrange UI was very clunky and inconsistent with the rest of UI
- Sun Nov 10, 2024 5:46 pm
- Forum: Duplicates
- Topic: "e" key no longer closes window when logistic request input is active
- Replies: 2
- Views: 307
Re: "e" key no longer closes window when logistic request input is active
Because you can type expressions into quantity fields in 2.0, they are no longer number only
- Mon Oct 28, 2024 12:17 am
- Forum: Releases
- Topic: Version 2.0.11
- Replies: 25
- Views: 17665
Re: Version 2.0.11
okay, that version runs. do i have to buy space age again then? i linked the steam account, but it seems like i only can download the main game
To me it helped to log out from factorio.com website and log in back with linked Steam account instead of login/password. This added the DLC to my ...
- Sun Oct 27, 2024 10:59 pm
- Forum: Duplicates
- Topic: [pard] [2.0.9] Logistic Network Embargo achievement un-completed itself / revoked (MR)
- Replies: 5
- Views: 2110
Re: [2.0.9] PC: Logistic Network Embargo Un-completed itself in my vanilla save.
The same bug in 2.0.11 still, and ever more: if i complete "Logistic Network Embargo" achievement on vanilla save, then load the game when it's not completed - it gets automatically un-completed again. Not tested on Space Age save still.
- Tue Oct 22, 2024 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Minor suggestion: mark DLC mods with "[DLC]" prefix in list
- Replies: 0
- Views: 177
Minor suggestion: mark DLC mods with "[DLC]" prefix in list
Idea: Mark DLC mods with "[DLC]" prefix in the mod list.
So it will be easier to figure out DLC mods (Space Age, Elevated rails, Quality). At this moment they stay on top, but having [DLC] mark will make them more clear and readable. Or mark them with icon.
Thank you in advance.
So it will be easier to figure out DLC mods (Space Age, Elevated rails, Quality). At this moment they stay on top, but having [DLC] mark will make them more clear and readable. Or mark them with icon.
Thank you in advance.
- Fri Jul 15, 2022 8:48 am
- Forum: General discussion
- Topic: We need to talk about this, this pricing is absolutely ridiculous
- Replies: 15
- Views: 14004
Re: We need to talk about this, this pricing is absolutely ridiculous
Gaben turned off all means of paying for anything in roubles. What this talk is all about??? Who cares now? Is that an important problem now for anyone?
Nowadays, most russian Steam users top up their Steam accounts using the gray scheme: RUB > KZT > USD > [Steam balance in RUB]. It costs ~25 ...
- Wed Oct 16, 2019 2:46 pm
- Forum: News
- Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
- Replies: 65
- Views: 39662
Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
I hope they will eat less UPS after the update, because massive biter attacks usually cause UPS drops on low-end CPU
- Mon Jun 24, 2019 4:38 pm
- Forum: Releases
- Topic: Version 0.17.52
- Replies: 18
- Views: 17589
Re: Version 0.17.52
Looks like incomplete download, should be ~1.21 GiB
- Mon Jun 24, 2019 4:30 pm
- Forum: Releases
- Topic: Version 0.17.52
- Replies: 18
- Views: 17589
Re: Version 0.17.52
I downloaded Factorio_x64_0.17.52.zip, verified and it had no problems.
Checksums for downloaded file:
MD5: 934EFEAF7D335FCDEDD39A861C2F3988
SHA-1: ECA4EE518D986150011A1BC83FF71CF1C6AC6C51
SHA-256: A0DDAD20FDF1FE684A3B9D05DE8C2124BC4BE60F2AC5D1811052779CEBBED670
SHA-512 ...
Checksums for downloaded file:
MD5: 934EFEAF7D335FCDEDD39A861C2F3988
SHA-1: ECA4EE518D986150011A1BC83FF71CF1C6AC6C51
SHA-256: A0DDAD20FDF1FE684A3B9D05DE8C2124BC4BE60F2AC5D1811052779CEBBED670
SHA-512 ...
- Tue Apr 16, 2019 9:42 pm
- Forum: Not a bug
- Topic: [0.17.31] Underground belt placement causes existing belts to disappear
- Replies: 10
- Views: 3545
Re: [0.17.31] Underground belt placement causes existing belts to disappear
To me, it's not a bug, but very handy feature. Especially when you make part of a bus go underground to split non-side belt.
- Sat Apr 13, 2019 11:52 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 44266
Re: Friday Facts #290 - Rail building changes & High-res icons
Wouldn't multiple versions of every icon be a huge load on vram?
No, in mipmap every downscaled texture is 4 times smaller than previous one on each step, so first is 1, 2nd is 1/4, 3rd is 1/16 etc. It's geometric progression, which sum tends to 4/3. So, storing multiple downscaled versions of ...