Search found 23 matches

by lyvgbfh
Sun Dec 05, 2021 7:23 pm
Forum: Technical Help
Topic: Size issues on Mac Pro processor
Replies: 2
Views: 36

Re: Size issues on Mac Pro processor

You have the scale set very high - there are combinations of resolution and scale factor where things simply won't fit. Is this intentional on your part?
by lyvgbfh
Sat Dec 04, 2021 12:35 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 3
Views: 266

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetica...
by lyvgbfh
Thu Dec 02, 2021 5:02 am
Forum: Technical Help
Topic: High UPS, Low FPS
Replies: 11
Views: 335

Re: High UPS, Low FPS

MythicalWarlord wrote: ↑
Thu Dec 02, 2021 2:19 am
It's a HP. But I have a plan to fix this. I found some things online and people have encountered this before on my same laptop so this should work.
Let us know if you find a working fix :)
by lyvgbfh
Thu Dec 02, 2021 12:54 am
Forum: Technical Help
Topic: High UPS, Low FPS
Replies: 11
Views: 335

Re: High UPS, Low FPS

Ok, the problem reared it's ugly head again, but I think I finally figured it out. It was actually a thing I thought I could rule out because other things seemed to be running fine. I'm pretty sure there's something wrong with my charger, which is causing my computer to throttle the cpu when plugge...
by lyvgbfh
Thu Nov 18, 2021 1:03 pm
Forum: 1 / 0 magic
Topic: [1.1.46] Crash after grabbing BP from library
Replies: 6
Views: 531

Re: [1.1.46] Crash after grabbing BP from library

Warger wrote: ↑
Thu Nov 18, 2021 9:53 am
as a follow-up i run some RAM stability test and i verified that it is 100% working.
So i would exclude HW (at least RAM) related issues for now.
You may wish to give a short run of Prime95 and see if any of the worker threads fail. That's been an indicator for other users
by lyvgbfh
Sat Nov 13, 2021 4:49 am
Forum: Technical Help
Topic: Factorio crashed in Entity Renderer on AMD Ryzen CPU
Replies: 7
Views: 381

Re: Factorio crashed in Entity Renderer on AMD Ryzen CPU

You may wish to make sure XMP is disabled in your BIOS. Some boards seem to turn it on by default.
by lyvgbfh
Thu Nov 11, 2021 9:42 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 3
Views: 266

[1.1.46] Electric pole ghost removal creates weird connections between other poles

https://cdn.discordapp.com/attachments/306402592265732098/908288795546382346/2021-11-11_2-33-21.gif Fairly simple to reproduce. Place a ghost pole where it would connect to other, real poles. When you remove the ghost, the "connected" poles will each search for new connections despite not...
by lyvgbfh
Wed Nov 10, 2021 3:15 pm
Forum: Minor issues
Topic: [1.1.46] Inconsistent zoom in different resolutions
Replies: 6
Views: 336

Re: [1.1.46] Inconsistent zoom in different resolutions

Klonan wrote: ↑
Wed Nov 10, 2021 8:50 am

The game simulates everything, you can zoom out using console commands or in the editor mode
I thought biter waking behavior was partially based around player sight?
by lyvgbfh
Wed Nov 10, 2021 6:04 am
Forum: Minor issues
Topic: [1.1.46] Inconsistent zoom in different resolutions
Replies: 6
Views: 336

Re: [1.1.46] Inconsistent zoom in different resolutions

With GPU advancement over the years, thos could be revised (or at least made an option in settings). It's less about that and more about CPU performance and multiplayer. As it is, the game doesn't "simulate" certain details of things off-screen. If it were to do that for any arbitrary asp...
by lyvgbfh
Tue Nov 09, 2021 11:45 pm
Forum: Minor issues
Topic: [1.1.46] Inconsistent zoom in different resolutions
Replies: 6
Views: 336

Re: [1.1.46] Inconsistent zoom in different resolutions

The game uses vert- scaling, as mentioned above. It's inconvenient at 32:9, but I usually end up using alt+enter if I'm doing something where I need vertical FOV (biters, mostly).
by lyvgbfh
Tue Nov 09, 2021 3:54 pm
Forum: 1 / 0 magic
Topic: [1.1.46] Crash on exit (Sprite::~Sprite)
Replies: 2
Views: 217

Re: [1.1.46] Crash on exit (Sprite::~Sprite)

One-time, I haven't had any luck reproducing it.
by lyvgbfh
Tue Nov 09, 2021 3:27 pm
Forum: 1 / 0 magic
Topic: [1.1.46] Crash on exit (Sprite::~Sprite)
Replies: 2
Views: 217

[1.1.46] Crash on exit (Sprite::~Sprite)

I saved, then clicked quit, then quit the game from the main menu. Mods are git versions, so let me know if they're needed (>1GB) and I'll find somewhere to upload them. Stack trace: 8868.255 Info AppManagerStates.cpp:1942: Saving finished 8920.878 Quitting: user-quit. 8921.258 Error CrashHandler.cp...
by lyvgbfh
Sat Oct 23, 2021 7:09 pm
Forum: Not a bug
Topic: [1.1.42] Modifying .researched resets infinite techs
Replies: 3
Views: 283

Re: [1.1.42] Modifying .researched resets infinite techs

You mean setting the value of technology.researched from false to false having the effect of resetting .level is the intended behavior?
by lyvgbfh
Sat Oct 23, 2021 11:21 am
Forum: Not a bug
Topic: [1.1.42] Modifying .researched resets infinite techs
Replies: 3
Views: 283

[1.1.42] Modifying .researched resets infinite techs

Now, you may be about to say "well this is by design!", but consider the following: event.research.researched = event.research.researched will reset the tech as well. Now that's just silly. This is reproducible with with an attached save and mod that just runs the above code on_research_fi...
by lyvgbfh
Thu Jul 22, 2021 12:54 pm
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 530

Re: on_chunk_generated_by_pollution event

On giving it some thought, the map size solution isn't ideal -- it would require special care so radars could still reveal sectors. Same with say, blind firing artillery.
by lyvgbfh
Wed Jul 21, 2021 11:42 am
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 530

Re: on_chunk_generated_by_pollution event

Aside from the fact that it would fire constantly, events cannot prevent things from happening. When you get the event, the chunk has already been generated and the best you can do is immediately destroy it again, but as Dave pointed out it'll just regenerate over and over. Those are both good poin...
by lyvgbfh
Wed Jul 21, 2021 6:12 am
Forum: Modding interface requests
Topic: on_chunk_generated_by_pollution event
Replies: 9
Views: 530

on_chunk_generated_by_pollution event

Hello, I would like the ability to prevent chunk generation by pollution in certain situations. An event with the chunk position passed where I can return false if necessary would be more than enough. The current use is to prevent pollution spreading too far from the player base and waking up/genera...
by lyvgbfh
Fri Jan 29, 2021 7:16 pm
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 17745

Re: Friday Facts #364 - 1.1 stable

Has zstd (trained) been considered for compression? It offers pretty big gains for the types of data factorio saves consist of.
by lyvgbfh
Sun Nov 29, 2020 1:22 pm
Forum: Implemented mod requests
Topic: Expose hardcoded silo limits
Replies: 2
Views: 307

Re: Expose hardcoded silo limits

Thank you so much!
by lyvgbfh
Sun Nov 29, 2020 11:07 am
Forum: Implemented mod requests
Topic: Expose hardcoded silo limits
Replies: 2
Views: 307

Expose hardcoded silo limits

Current rocket silos are limited to around 150 ticks minimum time per launch. At high speeds this results in the silo sitting idle with the rocket out, despite being ready to launch and the animations leading up being completed. This is mainly from two hardcoded wait times of 120 and 30 ticks respec...

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