Search found 359 matches
- Wed Jun 11, 2014 8:25 pm
- Forum: Ideas and Suggestions
- Topic: Funnels/Hoppers (Belt inserters)
- Replies: 13
- Views: 7513
Re: Funnels/Hoppers (Belt inserters)
I think you can just create a new topic in the mod forum and link it here.
- Wed Jun 11, 2014 5:55 pm
- Forum: Implemented Suggestions
- Topic: Debug settings panel scrollable
- Replies: 2
- Views: 1075
Re: Debug settings panel scrollable
Yep, same issue when I'm on my laptop. I did notice the list almost reached the bottom on my 1680x1050 resolution since 0.10, so it might be wise to include it before adding any more debug options.
- Wed Jun 11, 2014 4:54 pm
- Forum: Balancing
- Topic: "Free belt system" versus "belt circuit"
- Replies: 39
- Views: 24216
Re: "Free belt system" versus "belt circuit"
The problem I have with adding pollution to belts is, if you want it to pollute on long stretches, adding yet another significant amount of pollution to the game: For long stretches, people build as much straight as they can, so let's assume a straight piece of belts on a chunk. This means 32 belts....
- Tue Jun 10, 2014 7:05 pm
- Forum: General discussion
- Topic: 2^x vs y*10^x
- Replies: 62
- Views: 18504
Re: 2^x vs y*10^x
It's hard to understand why exactly people like the 2^x old system from my point of view. It would make sense if the numeration system were in base 2 (or 4 or 8 or 16), but the standard is 10, which make arithmetic with 2^x a lot more awkward, all that for no benefit I can see. Hint: We're people w...
- Tue Jun 10, 2014 2:57 pm
- Forum: General discussion
- Topic: Forum guidelines needed
- Replies: 18
- Views: 14026
Re: Forum guidelines needed
I think more, and category-specific, moderators would be an improvement. Of course, you always need to keep a few (trusted) global moderators. And I think a moderator board is pretty much standard for any forum that gets a lot of users. Not only a hidden board for internal moderator discussion, but ...
- Mon Jun 09, 2014 12:09 pm
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 17206
Re: Accumulators in MJ
If the time a day and a night lasts are clear(like now) and easily available(wiki and/or ingame), I still think J is the easiest to work with. Adding a non-standard unit will only confuse people(wth is a kWd?). I think factorio players on average are intelligent enough to know what a joule is.
- Mon Jun 09, 2014 9:19 am
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 17206
Re: Accumulators in MJ
What about something like Megawatt/days? (ingame days of course) Then you're heading into artificial time unit territory. I doubt it would be less confusing. Also, Megawatt/day would result in a base unit of J/s². It should be Megawattday. I already explained why I think kWh and MWh is not feasible...
- Sun Jun 08, 2014 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Accumulators in MJ
- Replies: 24
- Views: 17206
Re: Accumulators in MJ
Simple, the time scale on which factorio works makes kWh or MWh highly impractical. MWs is so unused, and literally the same as MJ, I don't think it should change. I think more people would be confused by the MWs( highly unusual) unit than MJ(easily recognizable by anyone who's been to high school).
- Sun Jun 08, 2014 3:07 pm
- Forum: Mods
- Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
- Replies: 42
- Views: 42937
Re: [MOD 0.9.x] Robocharge - Robot Charging Station
This mod crashes the game on linux(at least Ubuntu 14.04). With some help, we discovered the blank.png was the culprit. It had a filesize of 0, possibly resulting in the crash. After replacing it with this png: http://commons.wikimedia.org/wiki/File:1x1.png, the problem was gone.
- Sat Jun 07, 2014 6:26 pm
- Forum: Technical Help
- Topic: Crash on Startup
- Replies: 5
- Views: 3286
Re: Crash on Startup
... Dammit
That was stupid of me
That was stupid of me
- Sat Jun 07, 2014 12:34 pm
- Forum: Technical Help
- Topic: Crash on Startup
- Replies: 5
- Views: 3286
Re: Crash on Startup
I have an immediate crash, also on 14.04. Luckily I'm on a dualboot, so I can still play.
Made a topic before I saw yours:
https://forums.factorio.com/forum/vie ... =18&t=4153
Made a topic before I saw yours:
https://forums.factorio.com/forum/vie ... =18&t=4153
- Fri Jun 06, 2014 10:08 am
- Forum: General discussion
- Topic: Factorio Google+ Group?
- Replies: 5
- Views: 1918
Re: Factorio Google+ Group?
There are people on Google+?
- Thu Jun 05, 2014 5:17 pm
- Forum: Not a bug
- Topic: [0.9.8] Trains going north<->south shorter than east<->west
- Replies: 12
- Views: 10559
Re: [0.9.8] Trains going north<->south shorter than east<->w
I should have made a formal report of this a while ago, it's been bothering me ever since I found out you couldn't have the same amount of inserters working on a train when it was on a N-S aligned station.
- Wed Jun 04, 2014 10:25 pm
- Forum: Gameplay Help
- Topic: Transferring save games between computers?
- Replies: 1
- Views: 3201
Re: Transferring save games between computers?
It should be no problem. I have my save folder in dropbox, and alternate PC's which run Win7 and Win8 to play on. It should even work with saves made in linux or OSX.
- Wed Jun 04, 2014 8:02 am
- Forum: General discussion
- Topic: Pirating as a 'demo'. Your opinions?
- Replies: 140
- Views: 42159
Re: Pirating as a 'demo'. Your opinions?
Email is an open standard protocol. What you're talking about sounds more like SaaS. :shock: Email is a browser based service these days grandpa. Even outlook has become something called "live.com". If you want to use google mail for your business, it costs $15 a month last I checked. The...
- Tue Jun 03, 2014 3:11 pm
- Forum: Off topic
- Topic: Off-Topic discussions about Pro and Contra DRM plus meta :)
- Replies: 20
- Views: 18438
Re: Off-Topic discussions about Pro and Contra DRM plus meta
This accusation, if that is what you are saying, is very offensive to the entire pirating community, which is statistically more than 40% of all human beings who have internet access. I wouldn't say 40% of all people on the internet are ideological pirates. Not even "part of the pirating commu...
- Tue Jun 03, 2014 2:57 pm
- Forum: General discussion
- Topic: Pirating as a 'demo'. Your opinions?
- Replies: 140
- Views: 42159
Re: Pirating as a 'demo'. Your opinions?
I wouldn't call an updater which needs a login/pw DRM. It doesn't hinder the usage of the product for anyone who has the game(even if it's pirated), it just doesn't allow you to update from the official source if you don't have a login/pw. This something I don't think a pirate has any right to. Neit...
- Mon Jun 02, 2014 5:52 pm
- Forum: Gameplay Help
- Topic: Game runs slow
- Replies: 10
- Views: 4797
Re: Game runs slow
I found that increasing max threads doesn't do much. I have a hexacore(6) CPU, and it doesn't matter if I run it with 2 or 6 threads if I get a lower fps/tickrate.
- Mon Jun 02, 2014 12:44 am
- Forum: Gameplay Help
- Topic: Game runs slow
- Replies: 10
- Views: 4797
Re: Game runs slow
I get an issue too, the game runs at normal speed, but every few minutes I get a quick "pause" for like a second. I am running the 64 bit, I have an Intel I7 6 core and 16Gb ram. I can run some very powerful games with no issues, so it has to do something with the settings. Its not a bug,...
- Fri May 30, 2014 12:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.* & 0.8.8] Major sound delay on Linux
- Replies: 31
- Views: 16774
Re: [0.9.* & 0.8.8] Major sound delay on Linux
Edit: While sounds work fine, the background music has terrible sound artifacts when using padsp, but I've never had much success with padsp in the past, either… but that makes the workaround unusable for me as well. That's a known issue, the music right now is a placeholder and is terribly compres...