On Windows 7, running windowed mode on a 1920 x 1080 screen, with Factorio UI scale set to 125%, the buttons top-right of the train GUI are half missing.
train-gui-truncated-cropped.png
I'd expect either the text to wrap, or the window to be wider as necessary, so things fit.
If UI scale of 125 ...
Search found 155 matches
- Sun Aug 02, 2020 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.40] Train GUI cropped at 1080p and 125% UI scale
- Replies: 2
- Views: 1194
- Fri Sep 21, 2018 4:19 pm
- Forum: Outdated/Not implemented
- Topic: Breaking Force upgrades and Tanks/Cars
- Replies: 2
- Views: 2183
Breaking Force upgrades and Tanks/Cars
Trains get a Breaking Force research upgrade to mirror the performance boost given with the better fuels.
However, while these fuels work great in tanks/cars too, there's no matching change to breaking force for these. This gives a very different experience with acceleration vs breaking.
I suggest ...
However, while these fuels work great in tanks/cars too, there's no matching change to breaking force for these. This gives a very different experience with acceleration vs breaking.
I suggest ...
- Fri Feb 16, 2018 11:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.16.24] Scrollbar bug with mouse click down/up events
- Replies: 1
- Views: 2853
[Dominik] [0.16.24] Scrollbar bug with mouse click down/up events
Minor issue with lost 'mouse up' events when using scroll bars.
1. Click down on the square button at the top/botom of a scroll bar
2. Move the pointer outside the button while holding down
3. Release the mouse button
Now, drag the scroll bar, or scroll by a page by clicking the light grey area ...
1. Click down on the square button at the top/botom of a scroll bar
2. Move the pointer outside the button while holding down
3. Release the mouse button
Now, drag the scroll bar, or scroll by a page by clicking the light grey area ...
- Fri Jan 12, 2018 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [16.16] Splitter decompress still
- Replies: 14
- Views: 9570
Re: [16.16] Splitter decompress still
Ditto - still happening on my 6-lane setup I originally posted in the other bug report.
See viewtopic.php?p=333224#p333224 and viewtopic.php?p=333233#p333233 for a test case with save.
See viewtopic.php?p=333224#p333224 and viewtopic.php?p=333233#p333233 for a test case with save.
- Thu Jan 11, 2018 2:12 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
- Replies: 25
- Views: 21595
Re: [kovarex] [0.16.7] Multiple splitters can uncompress belts
And here it is reproduced in a stand-alone test setup:
Save file attached. Needs the 'Warehousing' and 'add-loader' mods.
Save file attached. Needs the 'Warehousing' and 'add-loader' mods.
- Thu Jan 11, 2018 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
- Replies: 25
- Views: 21595
Re: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Unfortunately 0.16.16 hasn't fixed my 6-lane splitter setup I originally posted with this issue.
- Sat Jan 06, 2018 5:09 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 451254
Re: Friday Facts #224 - Bots versus belts
I do too, in general, prefer belts/trains for the bulk production areas of the base. However, they do allow simple and compact lower volume production (e.g. base building materials, player supplies) and wouldn't want to loose usefulness in this area.
I did play one game, in 0.15, where I tried a ...
I did play one game, in 0.15, where I tried a ...
- Sun Dec 24, 2017 10:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
- Replies: 25
- Views: 21595
[kovarex] [0.16.7] Multiple splitters can uncompress belts
Multiple splitters can uncompress belts.
When everything is flowing at maximum output speed, small gaps form in the output belts, and brief pauses occur on the input belts.
I couldn't reproduce it with a simple pair of belts and a single splitter, so needs to be more complex. Might be splitters ...
When everything is flowing at maximum output speed, small gaps form in the output belts, and brief pauses occur on the input belts.
I couldn't reproduce it with a simple pair of belts and a single splitter, so needs to be more complex. Might be splitters ...
- Fri Dec 22, 2017 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [16.5] Train wait time slider loses mouse focus when dragging too fast
- Replies: 4
- Views: 2248
- Thu Dec 21, 2017 11:53 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 79430
Re: Version 0.16.7
Please reconsider removing multi-tank wagons.
The previous implementation could be simplified - so it's simply an option between single large tank or 3 separate tanks, rather than the two separate 'tank connection' options that existed before. Less confusing for the user, but still gives ...
The previous implementation could be simplified - so it's simply an option between single large tank or 3 separate tanks, rather than the two separate 'tank connection' options that existed before. Less confusing for the user, but still gives ...
- Thu Dec 21, 2017 8:00 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 79430
Re: Version 0.16.7
That fluid wagon split was useful, although the UI could have been better.
Breaks some of my saves - e.g. 2-wagon train from refinery to main base had one wagon (3 tanks) of gas, then second wagon with 1 tank heavy oil and 2 tanks light oil.
For a UI simplification, perhaps just have the option of ...
Breaks some of my saves - e.g. 2-wagon train from refinery to main base had one wagon (3 tanks) of gas, then second wagon with 1 tank heavy oil and 2 tanks light oil.
For a UI simplification, perhaps just have the option of ...
- Sat Dec 16, 2017 2:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.4] Blueprint book doesn't place blueprints in map view
- Replies: 1
- Views: 2663
[Rseding91] [0.16.4] Blueprint book doesn't place blueprints in map view
Blueprint books don't place blueprints when using the zoomed in map view - unless the map is dragged while holding down the mouse button.
- It's only blueprint books with the issue - plain blueprints work correctly
- It's only a problem in zoomed-in map view - it works when using the regular player ...
- It's only blueprint books with the issue - plain blueprints work correctly
- It's only a problem in zoomed-in map view - it works when using the regular player ...
- Sat Dec 16, 2017 1:41 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.x] Stack sizes for new items not consistant
- Replies: 9
- Views: 4936
Re: [0.15.x] Stack sizes for new items not consistant
Just wanted to give this a bump while 0.16 is going through testing.
I note the nuclear reactor stack size has now been reduced, down to 10, but haven't seen anything else changed.
I note the nuclear reactor stack size has now been reduced, down to 10, but haven't seen anything else changed.
- Sat Dec 16, 2017 1:23 pm
- Forum: Minor issues
- Topic: [0.16.3] Invincible enemy bases/worms while artillary fires
- Replies: 5
- Views: 2602
Re: [0.16.3] Invincible enemy bases/worms while artillary fires
I can see this being tricky to fix though, but one thing that would help a lot (and would be useful too) is a clear visual marker to show where an incoming shell is targetted.
Yes - I know about the manual targetting marker. That is for manual fire only, and also vanishes around the time a shell is ...
Yes - I know about the manual targetting marker. That is for manual fire only, and also vanishes around the time a shell is ...
- Sat Dec 16, 2017 1:04 pm
- Forum: Minor issues
- Topic: [0.16.3] Invincible enemy bases/worms while artillary fires
- Replies: 5
- Views: 2602
[0.16.3] Invincible enemy bases/worms while artillary fires
Once an artillery shell fires at enemy bases/worms, it seems the game has decided that the shell will kill them, and they're impossible to attack with weapons (at least, destroyer drones + machine gun).
How did this happen? I was manually clearing biter bases out of the area in range of a defensive ...
How did this happen? I was manually clearing biter bases out of the area in range of a defensive ...
- Sat Dec 16, 2017 6:09 am
- Forum: Duplicates
- Topic: [0.16.3] Crash on Startup: SIGV on "Convert atlas 8192x4144"
- Replies: 2
- Views: 1362
Re: [0.16.3] Crash on Startup: SIGV on "Convert atlas 8192x4144"
I just got a crash like this, after experimenting in the options screen and turning on 'compressed textures'.
...
2.021 Initial atlas bitmap size is 4096
2.030 Created atlas bitmap 4096x4078 [none]
2.143 Created atlas bitmap 4096x4096 [none]
2.222 Created atlas bitmap 4096x4096 [none]
2.332 ...
...
2.021 Initial atlas bitmap size is 4096
2.030 Created atlas bitmap 4096x4078 [none]
2.143 Created atlas bitmap 4096x4096 [none]
2.222 Created atlas bitmap 4096x4096 [none]
2.332 ...
- Sat Dec 16, 2017 12:42 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 70734
Re: Friday Facts #221 - 0.16 is out
Buffer chests: requesters have priority, always - as others have said. That's the only way I thought it would work from the description.
Belt compression: something I've been thinking about suggesting for a while now - a "belt merger/compressor" entity.
* a 1x1 item
* Has three belt inputs and one ...
Belt compression: something I've been thinking about suggesting for a while now - a "belt merger/compressor" entity.
* a 1x1 item
* Has three belt inputs and one ...
- Wed Dec 13, 2017 11:47 pm
- Forum: Duplicates
- Topic: [16.1] Crash on Open/first tick
- Replies: 8
- Views: 3879
Re: [16.0] Crash on Open/first tick
Also seeing the same crash (same callstack) after loading my 0.15 game in 0.16.1. Runs for a second or so before crashing.
Quite a few mods in use - many manually patched up for 0.16 (missing icon_size mainly), but the callstack is the same so I'll not upload the saves+mods unless requested.
Quite a few mods in use - many manually patched up for 0.16 (missing icon_size mainly), but the callstack is the same so I'll not upload the saves+mods unless requested.
- Fri Jul 28, 2017 3:28 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 14392
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
As for memory, "Additionally storing all of this information twice would increase RAM usage",You do not store the entire object twice, most of the object state is either not rendered or interpolation would have little to no benefit
I don't see why anyting would need much extrta RAM usage either ...
I don't see why anyting would need much extrta RAM usage either ...
- Fri Jul 28, 2017 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 14392
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
The vast majority of things in the game don't "move" in the typical FPS/RTS sense. They have animation indexes and animation speeds which vary wildly between each frame. Additionally storing all of this information twice would increase RAM usage, slow the simulation speed down from cache misses ...