Posts by posila87

Hello, you can either use launch option --force-d3d or edit config.ini (in %APPDATA%\Factorio\config\config.ini) and delete line force-opengl=true from it
Try to open Factorio properties in Steam, and set launch options to --dxgi-blit-model
Try to disable V-sync in graphics options. If that doesn't help or introduces tearing, disable "Use flip presentation model" in graphics settings (you need to restart the game for this one to take).
If that doesn't work either, try to see if you can disable G-sync for Factorio in nVidia control panel.
My guess is that you haven't installed the graphics drivers.
Explanation in FFF that KatherineOfSky mentioned: https://www.factorio.com/blog/post/fff-158
It is unfortunate we decided to drop the 32bit support just few months after releasing the game on Steam. It would not be reasonable to prevent access to the product people payed for, so we can't mark the game as 64bit only now. Doing that would make Steam Client update everyone to 64bit build of the game, and would prevent people from even installing the game on 32bit OS in the future.
If you bought the game recently and have only 32bit OS, you should request refund. Read more
Hello, it's usually caused by slow HDD. In subsequent starts, game files are cached in RAM by OS, so it's not reading them from disk anymore and starts fast.
Installing the game on faster HDD or SSD should help decrease the startup time.
Hello, try to update your graphics driver: https://www.nvidia.com/Download/driverResults.aspx/152970/en-us
Originally posted by Willoguns: my laptop has these specs:
CPU: A4-7210 quad core up to 2.2GHz
GPU: Radeon R3
RAM: 8GB 1600MHz ddr3L
and a really slow HDD
can happily say that even after all these updates I can comfortably get 50-60 fps on low-medium settings! :D
Hey, thanks for the message. We put non-trivial amout of effort to make the game run even on fairly low spec hardware, and I appreciate that you recognize it's not expected to run on "anything" just because it's a 2D game. Read more
If you want to have an infinite supply of an item, place down Inifinity Chest (it's in the "question mark" category in Entity Editor) and set its filter to the item you want (artillery shell) and set how much should be kept in the chest inventory. As you take out items out of it, the chest will respawn new items to fullfill the filter settings. So then you can Ctrl + click the chest and top up supplies in your inventory instead of having to pickup items from ground.
Also, did you know you don't need to save scenario and create new map, you can just type /editor in the chat/console and it will switch you to character mode? Type /editor again to switch back to editor mode. This also works in your existing saves (will disable achievements). Or you don't need to bother with switching to character mode, you can setup inserter to feed artillery turret from infinity chest and unpause time in the editor mode.
We make the editor for ourselves to develop the game. During development of 0.17 ... Read more
Originally posted by Toothless Raider: Good to know that. Is it safe to say that works on Linux as well?
Indeed. But you have to use valid Linux path, obviously.
Originally posted by Toothless Raider: WTH? I mean WOW The graphic update is amazing!!!! Keep up the great work!
Thanks!
You can override mod folder path by setting launch options in Factorio properties in Steam Library. It's not the most convenient solution, but probably easier than having to fiddle with symlinks.
--mod-directory "D:\Factorio_mods"
The problme is low-quality option is 0.17 option only, and is not recognized by 0.16
Changes
  • The Mods GUI will now always include a link to the mod portal for the selected mod.
Bugfixes
  • Fixed roboport area rendering for players. more[forums.factorio.com]
  • Fixed a crash when trying to print invalid values through the Lua API. more[forums.factorio.com]
  • Fixed that the rail world preset didn't allow to get some achievements due to smaller base size. more[forums.factorio.com]
  • Fixed that the technology GUI technology cost wouldn't show numbers > 2^32 correctly. more[forums.factorio.com]
  • Fixed that custom checkboxes didn't render correctly in some cases. more[forums.factorio.com]
  • Fixed opening nested items in items so the same item isn't opened multiple times. more[forums.factorio.com]
  • Fixed a crash when trying to filter standalone character ammo slots. more[forums.factorio.com]
  • Disallowed building train stops in intersections.
  • Fixed that cloning fluid turrets with fluid would crash the game.
  • Fixed that cloning transport belts could cr...
Read more
Changes
  • Reverted fonts used for Chinese, Japanese, Korean and Russian localizations to pre-0.17.24 versions.
Bugfixes
  • Fixed that circuit connection from ghost to entity wasn't preserved when it was upgraded or undone. more[forums.factorio.com]
  • Fixed that it was possible to rotate entities whilst the technology GUI was open. more[forums.factorio.com]
  • Fixed that the updates-available counter in the update-mods tab didn't update as mods would be updated. more[forums.factorio.com]
  • Fixed that LuaSurface::get_closest() did not check the type of the second parameter. more[forums.factorio.com]
  • Fixed that LuaEntity::revive() raise_revive parameter sometimes did not work. more[forums.factorio.com]
  • Fixed that script render objects sometimes did not render in screenshots.
  • Fixed a crash when rendering inserter interactions for modded furnace recipes without item ingredients.
  • Fixed research queue and technology tooltip for long technology names. more[forums.factor...
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Minor Features
  • Added ability to set a maximum number of map upload slots for multiplayer servers. Setting this is recommended to prevent the server from being flooded with map fragment requests from clients.
Optimisations
  • Optimized alt-mode icon background rendering. more[forums.factorio.com]
Bugfixes
  • Fixed that cut tool marked trees/rocks/cliffs for deconstruction when there was other valid entity in the selection. more[forums.factorio.com]
  • Fixed that movement by keys or clicking on an alert didn't unsnap the currently followed train in the map. more[forums.factorio.com] more[forums.factorio.com]
  • Fixed that the game would crash when showing blueprint library tooltips. more[forums.factorio.com]
  • Fixed that the game would crash when showing a blueprint library tooltip in multiplayer when the blueprint/book was removed by another player.
  • Fixed alt-mode icon background for narrow icons was very subtle. more[forums.factorio.com]
  • (0.17.31) Fixed a crash ...
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We don't know what we will do after Factorio 1.0 (probably not Factorio 2 right away)
Is Factorio going to be on sale next Steam sale?
No, we don't plan to participate in any sales any time soon.
Announcement of no-sale policy originally posted by kovarex in Factorio Friday Facts #140[www.factorio.com]
We state it on our steam page, but people are still asking about it so I want to state it officially. We don't plan any Factorio sale. I'm aware, that the sale can make a lot of money in a short period of time, but I believe that it is not worth it in the long run, and since we are not in financial pressure we can afford to think in the long run. We don't like sales for the same reason we don't like the 9.99 prices. We want to be honest with our customers. When it costs 20, we don't want to make it feel like 10 and something. The same is with the sale, as you are basically saying, that someone who doesn't want to waste his time by searching for sales or special offers has to pay more.

Purpose of this thread is for people who are interestend in the game but feel asking... Read more