Search found 153 matches
- Thu Sep 29, 2016 8:13 pm
- Forum: Mods
- Topic: Waiting still for an update to 0.14...
- Replies: 3
- Views: 2560
Re: Waiting still for an update to 0.14...
Which of these will you update first yourself? This is a "hands-on" community. If you are going to post a list of mods that need updating to 14, we assume by your post that you are volunteering to update some of them yourself. In order to prevent folks from working on the ones you are upda...
- Thu Sep 29, 2016 5:04 pm
- Forum: Implemented Suggestions
- Topic: Why aren't medium poles a drop in replacement for small ones
- Replies: 13
- Views: 4736
Re: Why aren't medium poles a drop in replacement for small ones
Oops! Sorry about that. I guess most of the Factorio posts I was reading this morning were about blueprints. Sorry!Maharin wrote:Where did blueprints come into this conversation? I was never talking about blueprints at all and yet it keeps getting brought up.
- Thu Sep 29, 2016 3:57 pm
- Forum: Implemented Suggestions
- Topic: Why aren't medium poles a drop in replacement for small ones
- Replies: 13
- Views: 4736
Re: Why aren't medium poles a drop in replacement for small ones
Or... just have the replace code simply remove the old one and add in the new one, without attempting any "upgrade" or "downgrade". What currently happens when you replace the middle of three poles by removing and adding a different pole in its place? That is all I want to happe...
- Thu Sep 29, 2016 2:59 pm
- Forum: Implemented Suggestions
- Topic: Why aren't medium poles a drop in replacement for small ones
- Replies: 13
- Views: 4736
Re: Why aren't medium poles a drop in replacement for small ones
Because, the way it works, you can also drop a MK1 assembling machine on top of a MK2. Therefor if you could drop medium poles on top of small poles, you could do the other way around too. Since medium poles have a longer range, that means plopping small poles on top could break the cables. But you...
- Tue Sep 27, 2016 6:30 pm
- Forum: Show your Creations
- Topic: Dense Belts and pipes production
- Replies: 9
- Views: 7965
Re: Dense Belts and pipes production
Thank you for the post--and especially for the blueprint!
- Wed Sep 21, 2016 1:42 pm
- Forum: Releases
- Topic: Version 0.14.8
- Replies: 23
- Views: 22939
Re: Version 0.14.8
Lots of great changes. Thanks, devs!
- Wed Sep 07, 2016 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12008
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
Hm. Sorry to interrupt this really useful discussion, but instead of concentrating of such really questionable features we should suggest to optimize the game more. Like https://www.factorio.com/blog/post/fff-151 This is a thread about optimizing the game. (See the thread title.) I'm surprised you ...
- Wed Sep 07, 2016 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12008
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
I have a laptop coming up on six years old that runs Factorio smoothly. On my largest factory I was chewing through four blue iron belts and four blue copper belts, with pretty much the entire factory active (was trying to get everything to use as much as possible for the X thousand [component] per...
- Wed Sep 07, 2016 11:55 am
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12008
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
30 UPS means the game runs with half the speed as now. He's suggesting a tick then calculates double distance, power generation and consumption, etc so effectively it runs at the same speed. Ie instead of running 4 units per tick you would run 8 units half as often, so per second you still run the ...
- Tue Sep 06, 2016 9:23 pm
- Forum: Ideas and Suggestions
- Topic: The way the research screen pops up when completed....
- Replies: 12
- Views: 5209
Re: The way the research screen pops up when completed....
Prior to the 1.0 release of Factorio, I would expect the developers to implement some sort of alert system that allows you to acknowledge or ignore the notification that your research has completed.
- Mon Sep 05, 2016 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12008
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
Can we divide the game elements into these categories? 1. Factory elements 2. Moving enemies 3. Moving player If I understand correctly, the game currently updates the state--and thus what is rendered--for all three groups of items at the same rate that we call the Updates per Second. When the OP me...
- Mon Sep 05, 2016 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12008
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
It might not work as well as you think. Game loop and rendering is already decoupled and runs separately - it's synced only on render preparation stage. You can see how long it takes in the debug menu - rest of render should be on separate thread that main game loop. (Based on info from https://www...
- Fri Sep 02, 2016 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 12008
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
I thought I saw someone make the statement, "The human eye can only see 30 FPS". So, I did some Googling and found a cool article: http://www.technologyx.com/featured/understanding-frame-rate-look-truth-behind-30v60-fps/ “The USAF (United States Air Force), in testing their pilots for visu...
- Sat Aug 27, 2016 3:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.24] research ui way to big
- Replies: 9
- Views: 3134
Re: [0.12.24] research ui way to big
The research screen is now always fullscreen, so this problem doesn't exist anymore. I absolutely hate that the research screen is now always full screen. My personal preference. I understand, but if we want to show the tech tree and not resize the window when you switch between techs, which is bot...
- Fri Aug 26, 2016 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.24] research ui way to big
- Replies: 9
- Views: 3134
Re: [0.12.24] research ui way to big
I absolutely hate that the research screen is now always full screen. My personal preference.kovarex wrote:The research screen is now always fullscreen, so this problem doesn't exist anymore.
- Mon Aug 22, 2016 8:01 pm
- Forum: Maps and Scenarios
- Topic: How to generate a trains focused map?
- Replies: 10
- Views: 7532
Re: How to generate a trains focused map?
As the previous person said, RSO will do this. Before using this mod, I found it entirely too easy to find all the resources I needed within belt range. Thus, I never needed to ever build a train. After RSO, it was pretty much a necessity to build trains everywhere. I highly, highly recommend RSO. T...
- Fri Aug 12, 2016 3:58 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 93158
Re: Circuit network features for 0.14
I realize how much a novice I am when I don't know what ANY of these are to vote for one.
- Thu Jul 28, 2016 4:04 pm
- Forum: Ideas and Requests For Mods
- Topic: REQ: Insert more materials into factory
- Replies: 6
- Views: 2735
Re: REQ: Insert more materials into factory
I think you can accomplish the same thing by doing this: 1. Supply a box (or boxes) that feed the assembler 2. Add additional inserters from the box (or boxes) In general, increasing the quantity of raw materials would be very, very bad because you would fill a single assembler with the raw material...
- Sun Jul 24, 2016 4:06 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Add a transport belt ghost Arrow / Belt placement cursor clarity
- Replies: 15
- Views: 8322
- Sun Jul 24, 2016 1:56 am
- Forum: Off topic
- Topic: Anyone else hyped about the Civ VI announcement?
- Replies: 8
- Views: 3886
Re: Anyone else hyped about the Civ VI announcement?
I bought my first computer to play Civ 1 and played that game quite a lot. Civ 2-4 were nice successors. I think Civ IV is still a fun game to play. They made so many huge mistakes with Civ V that I would *almost* compare Civ V with Master of Orion 3. One Unit Per Tile broke Civilization. If Civ VI ...