Search found 321 matches

by Stringweasel
Thu Nov 09, 2023 1:03 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 6985

Re: Version 1.1.95

AugustoResende wrote:
Wed Nov 08, 2023 9:55 pm
If you play in a Linux machine (x86) and your friend is playing in a M1 Mac Os, without this fix in some cases could occur a multiplayer desync because of different fload calculations
I do understand the reason why they are added. I'm curious what they added. :)
by Stringweasel
Wed Nov 08, 2023 1:34 pm
Forum: Releases
Topic: Version 1.1.95
Replies: 8
Views: 6985

Re: Version 1.1.95

This experimental version also contains cross-platform checks for x86 vs arm floating point conversions. x86 and arm do floating point conversions differently and if we don't handle it correctly on the C++ side it results in different values which results in multiplayer desyncs. As a programmer mys...
by Stringweasel
Sat Nov 04, 2023 2:06 pm
Forum: Documentation Improvement Requests
Topic: Projectile behaviour when homing (and not)
Replies: 1
Views: 288

Re: Projectile behaviour when homing (and not)

Also, https://lua-api.factorio.com/latest/typ ... #max_range
This is the maximum range this projectile will travel after which it will expire.
by Stringweasel
Fri Nov 03, 2023 9:59 am
Forum: Implemented in 2.0
Topic: Comments on Deciders, possibly other entities
Replies: 64
Views: 20616

Re: Comments on Deciders, possibly other entities

Didn't even notice that. Epic!
by Stringweasel
Fri Nov 03, 2023 9:50 am
Forum: Documentation Improvement Requests
Topic: Projectile behaviour when homing (and not)
Replies: 1
Views: 288

Projectile behaviour when homing (and not)

Just some information that I figured out which cost me an few headscratches, which could be part of the documentation for https://lua-api.factorio.com/latest/prototypes/ProjectilePrototype.html. I believe this could be part of the general description at the top. Projectiles have two modes, homing, o...
by Stringweasel
Wed Oct 25, 2023 7:03 am
Forum: Gameplay Help
Topic: Deconstruction train signals causes heavy lag
Replies: 3
Views: 741

Re: Deconstruction train signals causes heavy lag

It's a known issue that when modifying a massive rail network causes big lag spikes. IIRC this is because every time you place or remove a single rail then the entire rail network is recalculated, which means every train needs to recalculate it's path. This takes a long time, thus causes lag spikes,...
by Stringweasel
Sat Oct 21, 2023 7:42 am
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1577

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

This seems similar to what I investigated here https://alt-f4.blog/ALTF4-52/. Many mega-base builders also know about this limiation, and try to limit isolated network. There's even a mod to locate isolated networks to improve UPS. It's of course easy to reproduce by spawning many isolated power pol...
by Stringweasel
Thu Oct 19, 2023 10:42 am
Forum: Implemented for 2.0
Topic: positionless player.play_sound()
Replies: 8
Views: 1128

Re: positionless player.play_sound()

That would be awesome! It's been requested here as well by me :) 98618
by Stringweasel
Mon Oct 16, 2023 7:09 am
Forum: Mods
Topic: Is Krastorio 2 stable yet?
Replies: 2
Views: 742

Re: Is Krastorio 2 stable yet?

It's definitely stable, already for some time, maybe even years.
by Stringweasel
Wed Oct 11, 2023 8:10 pm
Forum: Bug Reports
Topic: [1.1.91] Extreme belt speed/splitter bug.
Replies: 5
Views: 880

Re: [1.1.91] Extreme belt speed/splitter bug.

Maybe each transport belt lane of the splitter can do a maximum of 60 items per second, in some conditions?
by Stringweasel
Fri Sep 22, 2023 5:35 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19562

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

ickputzdirwech wrote:
Fri Sep 22, 2023 4:01 pm
Feels got to move this from “Outdated/Not implemented” to “Implemented Suggestions” :D

(Even though it’s still a while until 2.0 comes out)

See 108862
Might need to be in the "Implemented for 2.0" instead :)
by Stringweasel
Fri Sep 22, 2023 7:21 am
Forum: Technical Help
Topic: [1.1.91] Can't create game without active internet
Replies: 2
Views: 390

Re: [1.1.91] Can't create game without active internet

Is this because i host a game instead of create a single player game? Yes Is there something i can do to still play today? Yes. I'm not at my personal laptop so not 100% sure of the menu items. But you would have to go "Single Player" -> "Load Game" and then find your save-file ...
by Stringweasel
Fri Sep 15, 2023 11:55 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 58420

Re: Friday Facts #376 - Research and Technology

The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it. I do think there is a little room for improvement here. My m...
by Stringweasel
Fri Sep 15, 2023 11:26 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 364
Views: 58420

Re: Friday Facts #376 - Research and Technology

The last very frequent opinion was, that it would be better use this opportunity to introduce a lot of interesting custom recipes to get all the qualities of different items. But avoiding this was the cornerstone of the design. I prefer quality much more than adding multiple tier recipes. It clutte...
by Stringweasel
Tue Sep 12, 2023 11:17 am
Forum: Ideas and Suggestions
Topic: Seperate Overlay for Building Rarity
Replies: 4
Views: 590

Re: Seperate Overlay for Building Rarity

It would be cool to have some toggles like in the map view. The different toggles could be: - Show recipe/item overlay (old alt mode) - Show inserter/miner/etc arrows - Show quality - Show electric network (nice to have)(similar to Pipe Visualizer or Oxygen Not Included) - Show fluid network (nice t...
by Stringweasel
Sat Sep 09, 2023 5:50 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 132757

Re: Friday Facts #375 - Quality

Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
by Stringweasel
Wed Sep 06, 2023 9:00 am
Forum: Modding help
Topic: [Fluidic Power] I need help supporting diagonal poles in 2.0
Replies: 0
Views: 257

[Fluidic Power] I need help supporting diagonal poles in 2.0

Hello! What One of the annoying caveats of Fluidic Power is that you can only place poles in cardinal directions. This limitation is because the poles need a underground fluid connection to each other, and these connections are only in straight directions. However, in Factorio 2.0 we will have linka...
by Stringweasel
Fri Aug 25, 2023 12:10 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 267
Views: 71790

Re: Friday Facts #373 - Factorio: Space Age

Epic! It's going to be a long wait, but very excited! Especially now that there will be a weekly FFF!

Kind of expected it to be space related. Curious now how SE will change once the expansion drops when it has new engine mechanics to play with.

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