Search found 88 matches
- Fri Oct 13, 2023 2:18 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 83856
Re: Friday Facts #378 - Trains on another level
Question to devs - have you at some stage considered the 16 ramp variants? What made you decide to go with just 4? Is it the huge angeled/polygon hitboxes? Is it the sprites count/data demandingness? Some kind of technical limitation? Optimization limitation? Does it look bad? Or do you just want to...
- Fri Oct 06, 2023 12:02 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 29498
Re: Friday Facts #379 - Abstract rewiring
Have you considered having an opportunity to assign hotbar actions to regular quickbar? I think it could be very useful, I could press one key (1,2,3,...,0) for a custom action (roboport, exoskeleton toggle) and wires and remotes popping into a hand rather than having to memorise all the multi-keysh...
- Fri Oct 06, 2023 11:22 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 29498
Re: Friday Facts #379 - Abstract rewiring
The remaining shadow problem - shadows are still being drawn flat over a non-flat entities. F.e. the powerpole casts a flat shadow over the inserter in the FFF pop quiz image. Is that it? Edit: Also, I think that tall entities like assemblers don't get shadows casted on, the casted shadows just go '...
- Fri Sep 29, 2023 3:08 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 83856
- Fri Sep 29, 2023 11:24 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 83856
Re: Friday Facts #378 - Trains on another level
Great job guys, STFU and take my money! Few questions: 1.) Is it a free 2.0 feature or expansion only? (I will get it either way :P) 2.) Can you walk on elevated rails? 3.) Can you make train stops evelated, even though you can't (un)load anything? F.e. for parking purposes 4.) What happens when a r...
- Sun Nov 20, 2022 12:57 pm
- Forum: Implemented Suggestions
- Topic: Factorio CPU Benchmark
- Replies: 1
- Views: 8258
Factorio CPU Benchmark
Recently I was watching some major tech channel on youtube and they used Factorio UPS to compare different CPU performance. I think this could be a great out of the box game feature to test UPS on few automated game scenarios (megabases, a lot of bots, biters, huge worlds with no user interaction) a...
- Tue Dec 21, 2021 3:20 pm
- Forum: Minor issues
- Topic: [1.1.49] Machines with fluid energy sources can't be flipped
- Replies: 1
- Views: 1383
[1.1.49] Machines with fluid energy sources can't be flipped
In Factorio mods there are entities, which take energy source from liquids (a.k.a. steam powered machines). These machines can't be flipped in blueprint placement regime (nor using F or G key, the default flip key bindings). Mods developers seem to have no rights to change this as this requires chan...
- Tue Nov 24, 2020 11:27 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 134204
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: 1680
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: 1680
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: 2915
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: 2915
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: 2915
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: 2915
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: 949
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: 9651
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: 3337
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: 3337
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: 3337
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: 3337
Re: Map/minimap sprites messed up
Log as requested