Search found 81 matches
- Tue Nov 24, 2020 11:27 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 131758
Re: Version 1.1.0
When assembly machines get reworked? I look forward to it soooo much since v18 I was hoping it gets done in 1.1 :/
- Sat Dec 21, 2019 10:56 pm
- Forum: Gameplay Help
- Topic: Train IDs
- Replies: 3
- Views: 1654
Re: Train IDs
So IDs start at (zero/one)? and then every train update uses a next unused ID, right? Thanks
- Thu Dec 19, 2019 10:54 pm
- Forum: Gameplay Help
- Topic: Train IDs
- Replies: 3
- Views: 1654
Train IDs
Hi,
I couldn't find an answer (neither in wiki nor forum) for a question - what is train IDs range? How is the ID set? Can somehow happen that two trains get the same id? (f.e. through number overflow or too many trains). These info would be useful for my circuit network. Thank you.
I couldn't find an answer (neither in wiki nor forum) for a question - what is train IDs range? How is the ID set? Can somehow happen that two trains get the same id? (f.e. through number overflow or too many trains). These info would be useful for my circuit network. Thank you.
- Fri Nov 29, 2019 11:02 am
- Forum: Technical Help
- Topic: How do radars influence visible chunks updates?
- Replies: 10
- Views: 2876
Re: How do radars influence visible chunks updates?
Interesting, thanks. Do you know if it may cause major performance issues? Like using more than a thousand of radars or so, if it's just a performance sinkhole or if is the smoothness worth it, as I said, I like it soooo much
- Fri Nov 29, 2019 9:56 am
- Forum: Technical Help
- Topic: How do radars influence visible chunks updates?
- Replies: 10
- Views: 2876
Re: How do radars influence visible chunks updates?
Watch please the following 30sec gif, there are firstly two attacks from the west with about 2 map updates per sec and then one big attack from the east with much faster update rate (just got small performance problems). A player is in the center. Note: I use 10% pollution per biter cost, which caus...
- Thu Nov 28, 2019 5:50 pm
- Forum: Technical Help
- Topic: How do radars influence visible chunks updates?
- Replies: 10
- Views: 2876
Re: How do radars influence visible chunks updates?
no it wasn't, it's all influenced by a radar density, but I wasn't able to find "how many radars, performance influence" and so, because I really like the real time updates
Note: notice the blue line in the second gif, this is all just radars
Note: notice the blue line in the second gif, this is all just radars
- Thu Nov 28, 2019 3:26 pm
- Forum: Technical Help
- Topic: How do radars influence visible chunks updates?
- Replies: 10
- Views: 2876
How do radars influence visible chunks updates?
Hi, I've spotted an interesting behavior regarding map update framerate, in the first gif is a default behavior. Why is the second gif map update practically real time? There are significantly more radars in that area, but after reading wiki radar logic it still stays unclear to mee. IA8n2VDb6K.gif ...
- Sat Nov 09, 2019 9:16 pm
- Forum: Not a bug
- Topic: Walls stay connected after placing landfill
- Replies: 1
- Views: 937
Walls stay connected after placing landfill
Hi, the subject says pretty well the problem - you have a wall next to a water, than the wall connects to the water. Then, when a landfill is placed at the water spot, the wall stays connected to the landfill. Minor issue, but it irritates me a lot :D Thanks. P.S. suggestion - why don't construction...
- Fri Oct 18, 2019 1:42 pm
- Forum: Releases
- Topic: Version 0.17.72
- Replies: 6
- Views: 9597
Re: Version 0.17.72
Any idea when are gonna be released latest pathfinder FFF changes?
- Sat Sep 14, 2019 6:10 pm
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3248
Re: Map/minimap sprites messed up
Toggling the settings maybe has helped, but didn't solve the problem.
- Thu Sep 12, 2019 2:08 pm
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3248
Re: Map/minimap sprites messed up
I've tried to disable the setting and after fast check the glitches don't occur, let me play the game and after day or two I can confirm either fix or bug still present.
- Thu Sep 12, 2019 10:01 am
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3248
Re: Map/minimap sprites messed up
Restarting did help, but for how long? It's really annoying bug
- Thu Sep 12, 2019 8:15 am
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3248
Re: Map/minimap sprites messed up
Log as requested
- Thu Sep 12, 2019 8:12 am
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3248
Re: Map/minimap sprites messed up
Update: this is new to me. I've restarted the game (restarted a client, game runs on a server) and completely new sprites problem:
- Thu Sep 12, 2019 8:07 am
- Forum: Technical Help
- Topic: Map/minimap sprites messed up
- Replies: 9
- Views: 3248
Map/minimap sprites messed up
Hi, I've encountered a bug, so I decided to report it - a bug regarding map and minimap sprites. I don't know, how to explain it, so I just show you: Capture.PNG This happens to me quite often on my machine since I started playing it on this machine (it's about 6 weeks = 6 new Factorio versions with...
- Tue Aug 27, 2019 2:55 pm
- Forum: General discussion
- Topic: Minor tech tree suggestions
- Replies: 11
- Views: 3397
Re: Minor tech tree suggestions
Okay, I guess I can see it from your point of view, I just wondered what the community thinks about it. It's very minor, nothing to bother about, thanks for feedback
- Tue Aug 27, 2019 11:47 am
- Forum: General discussion
- Topic: Minor tech tree suggestions
- Replies: 11
- Views: 3397
Re: Minor tech tree suggestions
1) it's not necessary, but it kind of irritates me :D 2a) IMO laser is so endgame, that I would push it further just a little bit by this small change, it would at least improve flamethrower towers a little bit. 2b) I disagree, that it would decrease use of mil packs. When you have bitters on, you m...
- Tue Aug 27, 2019 9:00 am
- Forum: General discussion
- Topic: Minor tech tree suggestions
- Replies: 11
- Views: 3397
Minor tech tree suggestions
Hi, I've been playing latest experimental releases quite a lot (like 5 scenarios from scratch to rocket launch) and I've noticed few things that confused and disappointed me. 1) Firstly I've noticed, that (some/all) advanced techs, f.e. mining productivity, requires more advanced science packs, whic...
- Mon May 21, 2018 10:06 pm
- Forum: Ideas and Suggestions
- Topic: Railway Speed Limits
- Replies: 18
- Views: 7611
Re: Train speed limit signs
I've found quite easy way, how to simulate a speed limit (at same time as quyxkh sugested). It's based on queue of rail signals connected with circuit wires, and with set-up lights as "read signal" and "closed signal" set as "closed, when red signal = 1). The best way to und...
- Mon May 21, 2018 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Railway Speed Limits
- Replies: 18
- Views: 7611
Re: Train speed limit signs
Oh, I see. I searched trought this forum, if it's not duplicite topic, but there are too many posts...