Search found 122 matches
- Mon Aug 22, 2016 1:41 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 200440
Re: Solar panels less of a no-brainer
What's the difference there? Oil vs. coal. You are trading on resource hunt for another. Oil is more useful than coal, so hunting it is more valuable, but it's also in more demand meaning you might be hunting for it more often. It may be a "no-brainer', but it's not free. Not comparable, the o...
- Wed Aug 17, 2016 1:21 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 85472
Re: Friday facts #151 - The plans for 0.14
Any word in adding a few more resources besides whatever is used for nuclear fuel? such as sand and aluminium as discussed here?
- Thu Aug 11, 2016 10:03 pm
- Forum: Implemented Suggestions
- Topic: Remove individual wires
- Replies: 8
- Views: 47693
Re: Remove individual wires
Today I learned...
- Wed Aug 03, 2016 10:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.13] Watch your Step still not working
- Replies: 4
- Views: 3243
Re: [0.13.13] Watch your Step still not working
At this point I'm wondering if this achievement is worth all the trouble...
edit: for clarity, I mean if is worth the developer’s time.
edit: for clarity, I mean if is worth the developer’s time.
- Sat Jul 30, 2016 4:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
- Replies: 8
- Views: 4799
Re: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
Interesting, I'm on Ubuntu 15.10 but the game works.Berserker55 wrote:Since updating to 13.12 my server doesn't start anymore:
./run_factorio.sh
Headless-mode bug: OPENSSL_load_builtin_modules called. Aborting
Aborted (core dumped)
That is the entire logfile.
System is Ubuntu 16.04.1 LTS 64Bit
- Sat Jul 30, 2016 12:49 pm
- Forum: Releases
- Topic: Version 0.13.12
- Replies: 43
- Views: 26431
Re: Version 0.13.12
headless bug on ubuntu 16.04.1 LTS as well. it's starting to look like all linux systems are affected? - in which case this is the second unplayable linux version within a short time (0.13.12 and 0.13.10) - maybe some more linux tests are in order? Works fine in Ubuntu. Seems to be an issue with th...
- Mon Jul 25, 2016 9:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] MacBookPro: CPU is much hotter than with 0.12
- Replies: 25
- Views: 6110
Re: [0.13.10] MacBookPro: CPU is much hotter than with 0.12
It doesn't seem like a good trade off though?Rseding91 wrote:sleep() in the main loop is inaccurate and doesn't work to keep a constant 60 UPS. It was changed to busy-wait so we can maintain accurate times. That's by design.
You'll need to plug in the laptop
- Sun Jul 24, 2016 2:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] - Some controls are not cross-compatible
- Replies: 12
- Views: 7281
Re: [0.13.10] - Some controls are not cross-compatible
The problem is not the keys assigned, but rather the definition of the keys assigned by the system. What I did was just add another issue of trying to have the same key configuration across OSes, the definitions are different and the assignments also can be different. Mapping Enter to Return and vi...
- Sat Jul 23, 2016 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10] - Some controls are not cross-compatible
- Replies: 12
- Views: 7281
Re: [0.13.10] - Some controls are not cross-compatible
The controls shouldn't be cross-compatible, you can't assume that keys that are available in one OS will be in the rest. For example, the ALT key in the majority of Linuxes is used for drag an application's window, in Ubuntu ALT brings its HUD up, so you have to bind it to something else. Factorio s...
- Sat Jul 23, 2016 1:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.10/Linux] Crash when crafting
- Replies: 32
- Views: 16553
Re: [0.13.10] Headless server crash when crafting
I'm getting this crash in single player, seems Linux specific? 0.000 2016-07-22 21:44:44; Factorio 0.13.10 (build 23530, linux64, alpha) 0.066 Operating system: Linux (Ubuntu 15.10) 0.066 Program arguments: "./factorio" 0.066 Read data path: /home/m4v/GOG Games/Factorio Beta/game/data 0.06...
- Fri Jul 22, 2016 10:51 pm
- Forum: Modding interface requests
- Topic: Entity activity, electricity, and production
- Replies: 2
- Views: 1166
Re: Entity activity, electricity, and production
bumping 'cause I'm interested in having access to the electric network stats.
- Thu Jul 21, 2016 11:14 pm
- Forum: General discussion
- Topic: How to store 4 trillion square tiles of map in just 8 GB RAM
- Replies: 19
- Views: 10457
Re: How to store 4 trillion square tiles of map in just 8 GB RAM
maps never get that big.
- Tue Jul 19, 2016 3:49 pm
- Forum: Ideas and Suggestions
- Topic: Enemies need improovements
- Replies: 6
- Views: 2263
Re: Enemies need improovements
Now I want winter in factorio.
- Mon Jul 18, 2016 5:28 pm
- Forum: This Forum
- Topic: Cannot use search at this time
- Replies: 15
- Views: 10304
Re: Cannot use search at this time
I'm getting this message way too often, more obnoxiously when I click to see the next page of results. There's a lot of useful information in this forum but searching for it is a PITA.
- Thu Jul 14, 2016 2:34 pm
- Forum: Balancing
- Topic: Heat Factor - A balacing idea to solar and accumulators
- Replies: 28
- Views: 8508
Re: Heat Factor - A balacing idea to solar and accumulators
Solar panels will be a bit cooler in the sun because they're turning solar energy into electricity. That electricity can go elsewhere to be eventually turned into heat (thanks thermodynamics!). No physical laws are being broken. The heat still eventually happens, just somewhere else. Even trees wil...
- Thu Jun 30, 2016 2:30 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Cable Resistance / Non-lossless Power Transmission
- Replies: 16
- Views: 20339
Re: Cable Resistance / Non-looseless Power Transmission
I also condone this brilliant idea Is basically just the direct application of the Kirchhoff's laws, kind of the first thing you learn when dealing with circuits. I presume the devs did their homework and got familiar with those laws before discarding the method because is not scalable. Solving tha...
- Wed Jun 29, 2016 3:02 am
- Forum: Ideas and Suggestions
- Topic: [0.13] "Stack" and "Filter" inserters have the wrong colours
- Replies: 26
- Views: 6677
Re: [0.13] "Stack" and "Filter" inserters have the wrong colours
+1
rule of least surprise
rule of least surprise
- Tue Jun 28, 2016 9:27 pm
- Forum: Not a bug
- Topic: [0.13.0] Spawners spawn far too close
- Replies: 25
- Views: 15019
Re: [0.13.0] Spawners spawn far too close
I think I'm misunderstanding migrating. For you, does "migrating" and "spawn a new base somewhere near another base" mean exactly the same thing? I don't actually know how it used to work. I'm fairly new (I don't even have triple digit hours into the game yet!) and currently my ...
- Sun May 29, 2016 1:33 am
- Forum: Ideas and Suggestions
- Topic: Simple AI for enemies.
- Replies: 3
- Views: 2111
Re: Simple AI for enemies.
They could check for example number of turrets or combat robots of player's equipment in area vs their own strength. That would give possibility to get (limited and temporary) peace by building very strong defenses and get rid of annoying practically false alarms of weak attacks. Perhaps the pathfi...
- Sat May 28, 2016 3:28 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 63015
Re: Friday Facts #140 - Soon
Seconded.sekanz wrote:Where did the caution textures come from that are shown in the example expansion base under the smart inserters/chests? Is this something new as well or is that a mod?