Search found 49 matches
- Wed Jun 21, 2023 1:30 pm
- Forum: Not a bug
- Topic: v1.1.80 and v1.1.85 Level 2/3 Modules Don't Appear in Research
- Replies: 2
- Views: 578
Re: v1.1.80 and v1.1.85 Level 2/3 Modules Don't Appear in Research
That's because the module tiers are a multi-level research similar to eg. projectile damage or mining productivity. The search only shows you the next level of the tech that you can research, hiding the levels beyond that. Once you've unlocked the tier 1 module the corresponding tier 2 module will s...
- Thu Jun 01, 2023 3:41 pm
- Forum: General discussion
- Topic: Large/huge pages support on windows
- Replies: 7
- Views: 2124
Re: Large/huge pages support on windows
Large pages are a very specific optimization that only few applications benefit from. For most general desktop apps they would actually be detrimental. Plus they provide the most benefit if only a single application on the system uses them (the CPU has separate TLB caches for large and normal pages;...
- Thu May 25, 2023 12:51 pm
- Forum: Gameplay Help
- Topic: Where do the default train station names come from?
- Replies: 8
- Views: 1551
Re: Where do the default train station names come from?
I'm pretty sure locomotives don't have names, do they ? They have, you can see it in the tooltip if you hover the cursor over them. The only way to change the name is with mods or console scripting though, vanilla doesn't provide any UI for editing it. The other entities that use backer names are r...
- Mon Apr 11, 2022 3:37 pm
- Forum: Ideas and Suggestions
- Topic: Configurable screen edge for hot-/shortcut-bars
- Replies: 5
- Views: 1488
Configurable screen edge for hot-/shortcut-bars
TL;DR Make the screen edge (top, bottom, left, right) used for the hot- and shortcut bars (and the attached alerts if applicable) configurable. What ? I think the TL;DR basically covers it already. Maybe exclude the right side as an option as that is already in use by the minimap and tooltips. Why ...
- Mon Mar 28, 2022 7:06 am
- Forum: Won't implement
- Topic: [suggestion]Add "gun-range" modifier to research modifier prototypes
- Replies: 8
- Views: 2732
Re: [suggestion]Add "gun-range" modifier to research modifier prototypes
Bad news. I wanted the developers to pay more attention to what Factorio should become as a game, but the developers seem to see Factorio as a finished program. No, they are looking at the big picture. As Rseding91 pointed out implementing your suggestion would mean losing a very important optimiza...
- Sun Mar 27, 2022 11:19 pm
- Forum: Won't implement
- Topic: [suggestion]Add "gun-range" modifier to research modifier prototypes
- Replies: 8
- Views: 2732
Re: [suggestion]Add "gun-range" modifier to research modifier prototypes
How about adding a "max-bonus" field to the modifier prototype that is mandatory for type "gun-range"? This wouldn't allow infinite research like with artillery range, but at least a fixed number of range research levels would be possible while still keeping the ability to calcul...
- Sun Mar 27, 2022 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Achievement suggestion for a game without trees
- Replies: 4
- Views: 1471
Re: Achievement suggestion for a game without trees
Achieving this plus Lazy Bastard plus Getting On Track Like A Pro in a single run would probably be a real challenge for 100% speedruns...
- Sat Mar 05, 2022 10:29 am
- Forum: Modding interface requests
- Topic: Allow recipes to output secured fractions of products without the randomness of probabilities.
- Replies: 4
- Views: 1358
Re: Allow recipes to output secured fractions of products without the randomness of probabilities.
In order to reduce memory consumption and also increase usefulness I would propose, that the fractions of each recipe are shared with all machines executing this recipe. This also would help to don't loose cycles, if you change the machine's recipe. Doing this on the global level would eg. for the ...
- Wed Feb 10, 2021 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash while loading Nauvis Post Collapse 2.0 in 1.1.21
- Replies: 5
- Views: 2375
Re: Crash while loading Nauvis Post Collapse 2.0 in 1.1.21
how should I replace the scripts? Start a fresh new freeplay game and save it. Then extract the file "control.lua" from the new save's zip file and replace the "control.lua" in your Nauvis Post Collapse save with it (after making a backup copy first of course). The script is par...
- Mon Jan 18, 2021 6:45 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 13228
Re: Increase bot queue processing rate
What I don't get is why failed and successful attempts are handled differently i the first place? Is a failed attempt more costly than a successful one? At least in theory, yes, failed attempts should on average be more costly than successful attempts. For a successful attempt the game on average h...
- Mon Jan 18, 2021 10:48 am
- Forum: Ideas and Suggestions
- Topic: User settable train tag for circuit network
- Replies: 9
- Views: 2045
Re: User settable train tag for circuit network
remains stable through things like changing train composition, rebuilding destroyed trains etc. I think itβs important to know under which other circumstances the the train will loose that ID? So that we can discuss the different methods, of what should happen in which case. Trains get a new id eve...
- Sun Jan 17, 2021 4:46 pm
- Forum: Ideas and Suggestions
- Topic: User settable train tag for circuit network
- Replies: 9
- Views: 2045
Re: User settable train tag for circuit network
First I think this is already implemented with the train-id introduced in v0.15 (https://forums.factorio.com /viewtopic.php?f=11&t=46234). Not really, because the train id isn't particularly stable, a lot can happen that changes the train id, invalidating all circuits that rely on that id until...
- Sat Jan 16, 2021 3:09 pm
- Forum: Ideas and Suggestions
- Topic: User settable train tag for circuit network
- Replies: 9
- Views: 2045
User settable train tag for circuit network
TL;DR Add a user settable tag/id value to trains that can be read from train stops through the circuit network. What ? I propose adding a numeric tag value to trains which works similar to the existing train id, but is settable by the user and remains stable through things like changing train compo...
- Sun Jan 10, 2021 11:37 pm
- Forum: Gameplay Help
- Topic: [1.1.6] Shotgun warping
- Replies: 12
- Views: 4253
Re: [1.1.6] Shotgun warping
There is no such thing as an "authorative" server in factory. That's actually not quite right. The server is authoritative when it comes to player input ordering and timing. That's why latency hiding is necessary in the first place, and why you see rubberbanding when latency hiding switch...
- Tue Dec 22, 2020 10:30 am
- Forum: Pending
- Topic: [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
- Replies: 9
- Views: 3069
Re: [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
Signal 9 is SIGKILL. Assuming noone was messing around and manually killing processes on the server the most likely explanation is that the OP's server simply ran out of memory, which caused the OOM killer to kill the autosave process (the OOM killer uses SIGKILL). OP, if you still have the server's...
- Sat Dec 12, 2020 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.5/Linux] RCON connection problems related to TCP SYN cookies
- Replies: 2
- Views: 2524
- Fri Dec 11, 2020 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.5/Linux] RCON connection problems related to TCP SYN cookies
- Replies: 2
- Views: 2524
[1.1.5/Linux] RCON connection problems related to TCP SYN cookies
When disabling TCP SYN cookies on my Linux system (by setting the net.ipv4.tcp_syncookies sysctl to 0), connections to the Factorio RCON port are no longer possible. The connect just hangs until it eventually times out while the connection shows as SYN_SENT in netstat. Note that all tests were done ...
- Mon Nov 23, 2020 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Don't allow players to see servers they are unable to join.
- Replies: 15
- Views: 2626
Re: Don't allow players to see servers they are unable to join.
IMO a simple marker plus a filter whether a server has a whitelist is enough, similar to how there's already a marker and a filter for servers with a password set. If a server has a whitelist, odds are that those on the list already know that they are on it, and also know what exact server they are ...
- Fri Oct 30, 2020 2:09 pm
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 5468
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
According to a quick search: yes. 20% to 22% of the world has them. Now, which % has them and uses them as their primary connection I have no idea - some smaller % still. Google reports that 30% of their users are using their services through native IPv6: https://www.google.com/intl/en/ipv6/statist...
- Tue Oct 27, 2020 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Change beacon effect area
- Replies: 20
- Views: 4422
Re: Increase Beacon Reach by 1 Tile
And of course you can have 2 input belts and 1 output belt, meaning you can put in up to 4 ingredients. With red undergrounds you can gain another two tiles on the opposite side of the assembler, which allows putting in a fourth belt perpendicular to the other three. And with blue undergrounds and ...