Search found 1099 matches
- Fri Apr 28, 2017 1:08 pm
- Forum: General discussion
- Topic: What happened to FFF 186?
- Replies: 1
- Views: 895
What happened to FFF 186?
The link is absent from the main page, and the page says "not found"...
- Fri Apr 28, 2017 6:29 am
- Forum: Not a bug
- Topic: [0.15.2] Filtered deconstruction-planners don't remove ghost
- Replies: 3
- Views: 1338
Re: [0.15.2] Filtered deconstruction-planners don't remove ghost
Ok, so after playing again I see what you mean, but it only allows to filter all ghosted entities or none at all. If I want to remove say only electric-pole ghosts there is no way of doing it.
But I guess that would be a feature request?
But I guess that would be a feature request?
- Wed Apr 26, 2017 8:29 pm
- Forum: Not a bug
- Topic: [0.15.2] Filtered deconstruction-planners don't remove ghost
- Replies: 3
- Views: 1338
Re: [0.15.2] Filtered deconstruction-planners don't remove ghost
Ah, I hadn't realized there's a specific tab for ghosts. Thanks and sorry for trouble
- Wed Apr 26, 2017 8:19 pm
- Forum: Not a bug
- Topic: [0.15.2] Filtered deconstruction-planners don't remove ghost
- Replies: 3
- Views: 1338
[0.15.2] Filtered deconstruction-planners don't remove ghost
This is a pretty minor inconsistency - when using a deconstruction planner on ghosts, the ghosts are removed. If the deconstruction planner is filtered, ghosts aren't removed even though they match the filter. Besides being an inconsistent behavior, having it work would be helpful for cases when you...
- Mon Apr 24, 2017 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: Failed update to 0.15.0: No such node (action)
- Replies: 7
- Views: 2863
Re: Failed update to 0.15.0: No such node (action)
In the past this error usually happened when the installation differs from what the updater is expecting. Download and install the new version manually parallel to .14 to work around this. If this is true, it may be the case that the 0.15 package expected 0.14.22, but the game actually installed 0....
- Mon Apr 24, 2017 5:10 pm
- Forum: Resolved Problems and Bugs
- Topic: Failed update to 0.15.0: No such node (action)
- Replies: 7
- Views: 2863
Re: Failed update to 0.15.0: No such node (action)
Same for me, Linux (debian) 64 bit. 44.721 Info Updater.cpp:749: Downloading https://updater.factorio.com/get-available-versions?username=sillyfly&token=<private>&apiVersion=2 46.274 1 packages available to download (experimental updates enabled). 46.325 Factorio initialised 98.707 Info Upda...
- Mon Apr 24, 2017 4:52 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 142165
Re: Version 0.15.0
They didn't make it, possibly will be included in 0.16...nik12111 wrote:What about belt optimazations?
- Mon Apr 24, 2017 4:45 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 142165
Re: Version 0.15.0
Some people on ColonelWill's stream say disabling Steam's cloud sync solves the problem....
- Mon Apr 24, 2017 4:20 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 142165
Re: Factorio 0.15.0
- Mon Apr 24, 2017 10:00 am
- Forum: General discussion
- Topic: 3d artist, Factorio needs you!
- Replies: 5
- Views: 1791
Re: 3d artist, Factorio needs you!
I doubt the graphics was the main cause of delay - they made it clear they are fine with releasing with partial graphics, and as recently as three weeks ago said there were major code-related problems (failing tests, crashes etc.)
- Fri Apr 07, 2017 5:59 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 49058
Re: Friday Facts #185 - Progress report
In any case, the graphics aren't done, they're playtesting without them but would never release in that situation. And as a dev myself, I agree that too much bug reports is not a good thing for all but the most obscure bug. Pretty sure they said they're OK with releasing with partial graphics, and ...
- Fri Apr 07, 2017 3:41 pm
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 49058
Re: Friday Facts #185 - Progress report
Nice to hear you guys are having fun!
Two questions, though -
1. Who's Denis?
2. Will the shaders be optional? Some of us use pretty crappy on-board GPUs, which I'm afraid won't be up for the task
Two questions, though -
1. Who's Denis?
2. Will the shaders be optional? Some of us use pretty crappy on-board GPUs, which I'm afraid won't be up for the task
- Mon Mar 06, 2017 10:43 am
- Forum: General discussion
- Topic: Ugh, multiplayer sucks
- Replies: 8
- Views: 4488
Re: Ugh, multiplayer sucks
I suspect your connection is more to blame than any performance issues of the machine. That being said... find someone willing to play with you and host a game... see what happens. True. And while the devs have nothing they can do about bad network speeds, I have a sneaking suspicion that Factorio ...
- Sun Mar 05, 2017 1:20 pm
- Forum: General discussion
- Topic: Ugh, multiplayer sucks
- Replies: 8
- Views: 4488
Re: Ugh, multiplayer sucks
Is window redraw tied to the download tick rate? Normally in single player the game runs smooth as glass, but in multiplayer it was running at nearly a slideshow, about 10 frames per second or less. You can try saving the game and opening it in single player mode to see if it performs any better. I...
- Sun Mar 05, 2017 11:12 am
- Forum: General discussion
- Topic: Ugh, multiplayer sucks
- Replies: 8
- Views: 4488
Re: Ugh, multiplayer sucks
"catching up" is when your machine runs the simulation from the point of the state you downloaded up to where everyone else is, so during this time you should only be receiving data of what others are doing, similar to the network utilization during normal gameplay. If this stage takes a l...
- Fri Mar 03, 2017 12:24 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67790
Re: Friday Facts #180 - Map interaction
Awesome!
Can we please get an ability to draw rail lines on the map, which puts down ghost rail? Pretty please?
This could make vanilla have almost-FARL levels of long-distance rail building!
Regardless, all of these features look amazing!
Can we please get an ability to draw rail lines on the map, which puts down ghost rail? Pretty please?
This could make vanilla have almost-FARL levels of long-distance rail building!
Regardless, all of these features look amazing!
- Thu Mar 02, 2017 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Changing resolution
- Replies: 2
- Views: 1664
Re: Changing resolution
Step 1: Change display from Full-Screen to Windowed.
Step 2: Resize window to desired size (1280x720 in your case).
Step 3: Go eat a pizza, you must have been playing Factorio for too long.
Step 2: Resize window to desired size (1280x720 in your case).
Step 3: Go eat a pizza, you must have been playing Factorio for too long.
- Mon Feb 06, 2017 1:01 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 47680
Re: Friday Facts #176 - Belts optimization for 0.15
Forgive me if I'm not up to speed with all this, but from what I read about the IPv6 there... that is total bullshit. Not what you're saying, but the fact that 0xFFFF == 0x0000. You can't write a spec that says "0xFFFF hasn't been checked, and 0x0000 is invalid and should be dropped" with...
- Sat Feb 04, 2017 8:03 pm
- Forum: Modding help
- Topic: Car energy readings?
- Replies: 4
- Views: 1163
Re: Car energy readings?
Ok, makes sense.
- Sat Feb 04, 2017 7:58 pm
- Forum: Modding help
- Topic: Car energy readings?
- Replies: 4
- Views: 1163
Re: Car energy readings?
Thanks.
So if I understand correctly, the values I was seeing were energy consumed per tick? Why would it be larger when standing still or going backwards?
So if I understand correctly, the values I was seeing were energy consumed per tick? Why would it be larger when standing still or going backwards?