Search found 82 matches
- Mon Nov 11, 2019 8:33 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 75009
Re: Friday Facts #320 - Color correction
I am usually in the minority so it's no surprise that I really like the new colors. Especially the new night is a big step forward. Anyway, for those who don't like it, I think pollution should desaturate the colors. All clean areas should be vivid but concrete deserts that many players like to buil...
- Thu Sep 19, 2019 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.69] Landfill color on minimap is still green
- Replies: 2
- Views: 3293
[0.17.69] Landfill color on minimap is still green
Landfill now looks brown in game: https://imagizer.imageshack.com/img921/1412/qs4WEW.png But on the minimap it is still green (it is the same area as previously just zoomed out 1 level): https://imagizer.imageshack.com/img922/5253/HBli8s.png This landfill was created many versions ago. I am not sure...
- Mon Jul 22, 2019 7:34 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 209716
Re: Friday Facts #304 - Small bugs; Big changes
I'm all for the oil change. When I first started playing Factorio there was a commonly used trick to dump light/heavy oil into a steam engine. This was the most efficient way until cracking but it was unintuitive and terrible mechanic and thankfully it was removed. I remember than many people cried ...
- Fri Jun 07, 2019 7:42 pm
- Forum: Releases
- Topic: Version 0.17.47
- Replies: 26
- Views: 19828
Re: Version 0.17.47
For the first time since I started playing (and it was in 0.14 times) I will have a WWF (weekend without Factorio) as I can't continue with my game due to loading crash. Please stop releasing on Fridays as this is a known terrible practice. Even if you do fix it you'd probably like to do something e...
- Fri Jun 07, 2019 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.47] Crash: this->reservedFor.isZero() == (this->reservedForCount == 0) was not true
- Replies: 8
- Views: 2435
Re: [0.17.47] RailSignalBase crash
Reposting from topic marked as duplicate: I have the same problem: Error RailSignalBase.cpp:339: this->reservedFor.isZero() == (this->reservedForCount == 0) was not true Tried loading from previous autosave - same issue. In this archive you can find log, memory dump and a save that fails to load: ht...
- Fri Jun 07, 2019 5:22 pm
- Forum: Duplicates
- Topic: [0.17.46] Crash when loading a save
- Replies: 3
- Views: 1314
Re: [0.17.46] Crash when loading a save
I have the same problem: Error RailSignalBase.cpp:339: this->reservedFor.isZero() == (this->reservedForCount == 0) was not true Tried loading from previous autosave - same issue. In this archive you can find log, memory dump and a save that fails to load: https://file.io/isFDCT This is a single play...
- Sun May 05, 2019 7:33 pm
- Forum: General discussion
- Topic: aliens needs multithreading :/
- Replies: 40
- Views: 14754
Re: aliens needs multithreading :D
It's the biters not artillery. FPS go up when biters die not when cannons stop shooting.
- Fri Oct 26, 2018 6:57 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 211602
Re: Friday Facts #266 - Cleanup of mechanics
Please remove durability instead of ingredient limit on assembly machines. Durability is just annoyance, ingredient limit adds some depth to the game and affects the early game strategy for things like PvP or speed runs.
- Sun Oct 21, 2018 6:27 pm
- Forum: Multiplayer
- Topic: Vanilla spoon/speed runs for non speed runners
- Replies: 19
- Views: 6164
Re: Vanilla spoon/speed runs for non speed runners
We are still looking for players. Our first attempt had only 2 people in the game, it was not very successful but still well below 8 hours.
- Wed Oct 03, 2018 7:58 pm
- Forum: General discussion
- Topic: The Green Dilemma
- Replies: 43
- Views: 18537
Re: The Green Dilemma
I think that efficiency modules need a buff. This is just plain wrong that 3xEff3 = 2xEff2 on a drill. In my opinion: 1. Efficiency modules should be multiplicative instead of additive. Ex. 2x 50% reduction = 75% reduction. 2. There should be no hard limit on savings. 3. The reduction percentages of...
- Wed Sep 19, 2018 7:14 pm
- Forum: Multiplayer
- Topic: Vanilla spoon/speed runs for non speed runners
- Replies: 19
- Views: 6164
Re: Vanilla spoon/speed runs for non speed runners
I'm from Europe so your early afternoon probably fits me.
I think with little organization 3 people should be able to do it in less than 4 hours.
I think with little organization 3 people should be able to do it in less than 4 hours.
- Sat Aug 18, 2018 2:48 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 247362
Re: Performance optimization - post your saves
If the game slows the more you zoom out IΒ΄d say the GPU is the bottleneck. Even though it claims to have only 40% load . Maybe it is the memory interface (no dedicated memory, as far as I can tell from the specs), maybe thermal throtteling. No, this is usually because of render preparation taking m...
- Sat Aug 18, 2018 2:47 pm
- Forum: Multiplayer
- Topic: Vanilla spoon/speed runs for non speed runners
- Replies: 19
- Views: 6164
Re: Vanilla spoon/speed runs for non speed runners
First we need more players... That's the main problem. We can probably do it with 2 players but that's not what I'm looking for.
Then we need some discussion and agreement on the game plan.
And then someone hosts a game and we go and get it.
Then we need some discussion and agreement on the game plan.
And then someone hosts a game and we go and get it.
- Fri Aug 17, 2018 7:05 pm
- Forum: Multiplayer
- Topic: Vanilla spoon/speed runs for non speed runners
- Replies: 19
- Views: 6164
Re: Vanilla spoon/speed runs for non speed runners
I don't think there are any pernamemt servers for speed runs. However it is not a problem to host a game... I did TINS with another player in 0.14 and I've always been interested in doing organised run with many players. I am not a fast player myself but I believe with good organisation and many ave...
- Fri Aug 03, 2018 8:07 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83410
Re: Friday Facts #254 - No research queue for you
Kovarex, You miss the most important pros for some people, especially the ones who have big/mega bases doing infinite research - with research queue you can leave the game running without your attention and not have to be there when the research finishes. Yes, you can do big buffers for science pack...
- Wed May 09, 2018 8:45 pm
- Forum: Not a bug
- Topic: Deconstruction unreliable with non-personal bots
- Replies: 2
- Views: 873
Deconstruction unreliable with non-personal bots
This is a bug that I'm experiencing quite often. I believed this was due to a low number of bots but I now have 3+k idle construction bots and the deconstruction order is just unreliable. This is what happened: 1. I deconstructed a bunch of laser turrets inside a logistics network area. Due to the w...
- Sun Mar 25, 2018 1:39 pm
- Forum: General discussion
- Topic: Speedrunning category step% now official
- Replies: 17
- Views: 8563
Re: Speedrunning category step% now official
For me the fun of attempting a speed run would be to coordinate a team of people, solo speed running is not something I would enjoy.
- Mon Feb 26, 2018 9:33 pm
- Forum: Technical Help
- Topic: Gameplay stops while grid is displayed
- Replies: 1
- Views: 25436
Gameplay stops while grid is displayed
I am not convinced whether it's a bug (maybe that's some hidden feature I don't know about) but for as long as I remember (at least since 0.15) the game sometimes stops for me and the grid is displayed: https://preview.ibb.co/cQyzvx/Grid.png The menu works fine, I am able to save the game and then l...
- Wed Jan 17, 2018 9:29 pm
- Forum: General discussion
- Topic: Mega-Base from the devs
- Replies: 17
- Views: 11958
Re: Mega-Base from the devs
The point is: Halving (or doubling) the number leads to fundamental changes. Just try to go from a single to a 2/4/8 lane train network. Or go from a single subfactory producing a certain product to 2/4/8. Going from a single drop-off point for a good to 2/4/8. You will see that each factor of two ...
- Mon Jan 15, 2018 11:58 am
- Forum: General discussion
- Topic: Mining Outpost, how do you make them?
- Replies: 37
- Views: 32631
Re: Mining Outpost, how do you make them?
I do not do anything fancy. 1. I expand my whole terrain by walling it off by walls of lasers so I do not defend mining outpost separately. 2. I do junction from the main two rail tracks by blueprints (using personal robots) then place rails with loop at the end in the middle of few ore patches (it ...