Search found 24 matches

by xykite
Wed Apr 03, 2024 9:08 am
Forum: Not a bug
Topic: Sound alignment is off
Replies: 12
Views: 990

Re: Sound alignment is off

One way you're making things hard for yourself is that you're fighting physics: there is essentially no chance of this working if you use a lossy codec like vorbis, due to the artefacts you're introducing in the frequency domain. Getting a real codec / player to support gapless playback with one joi...
by xykite
Wed Mar 27, 2024 5:12 pm
Forum: Bug Reports
Topic: [1.1.106] Potentially incorrect angle of inserter hand shadow
Replies: 0
Views: 160

[1.1.106] Potentially incorrect angle of inserter hand shadow

Minor graphics issue. In one of the FFF-387 videos I noticed a vertical cut in both the copper plate and plastic/steel belts and it turns out this is an inserter hand shadow. There seems to be about a 30-degree angle between the shadow and the line of the jaws; this isn't necessarily wrong but I tho...
by xykite
Mon Mar 25, 2024 9:41 am
Forum: Bug Reports
Topic: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging
Replies: 3
Views: 449

Re: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging

It looks like after you placed the long belt section, you kept the LMB pressed and tried to use smart dragging to rotate the belt on the RHS in order to join it to the 2-tile belt. However I think smart dragging is only meant to work from the last-placed belt, which is the one on the LHS in this cas...
by xykite
Mon Mar 25, 2024 9:01 am
Forum: Bug Reports
Topic: [1.1.105] Smart belt dragging state can be manipulated persistently to alter build range
Replies: 2
Views: 240

Re: [1.1.105] Smart belt dragging state can be manipulated persistently to alter build range

I think it is - actually your post motivated me to chase down this problem of the range being inconsistent. I'll post a comment.
by xykite
Mon Mar 25, 2024 1:15 am
Forum: Bug Reports
Topic: [1.1.105] Smart belt dragging state can be manipulated persistently to alter build range
Replies: 2
Views: 240

[1.1.105] Smart belt dragging state can be manipulated persistently to alter build range

Minor issue. It is possible through normal play to set the smart belt 'snap dragging' range to either 10 or 20, and this will persist through building attempts. Firstly the setup to test the range: Place a vertical belt and keep the LMB held down. Walk roughly 20 squares right of the belt without mo...
by xykite
Sat Mar 23, 2024 11:52 pm
Forum: Bug Reports
Topic: [1.1.104] Priority Splitter producing gaps with full input
Replies: 8
Views: 832

Re: [1.1.104] Priority Splitter producing gaps with full input

I tried minifying the Ximoltus save file and ended up with this example that's pretty far removed from the original. Here are three copies of the same blueprint; the speaker is set to beep when the belt has < 4 iron. three.png A looks pretty normal and the speaker is silent. B shows some of the iron...
by xykite
Wed Mar 20, 2024 5:44 pm
Forum: Fixed for 2.0
Topic: [1.1.104] Cliff deconstruction cannot be cancelled normally and is not actioned by construction bots
Replies: 1
Views: 217

[1.1.104] Cliff deconstruction cannot be cancelled normally and is not actioned by construction bots

It is possible for cliffs to reach what looks like an inconsistent state, in which they are visually marked for deconstruction with a red cross but do not appear to have any current or planned deconstruction orders: Bots ignore them, and the red cross can't be removed by shift-selecting a deconstruc...
by xykite
Sun Mar 10, 2024 4:54 am
Forum: Bug Reports
Topic: [1.1.103]Reselecting rail blueprint content shifts global grid position
Replies: 3
Views: 407

Re: [1.1.103]Reselecting rail blueprint content shifts global grid position

This happens to me sometimes (1.1.104). Best guess at the condition to trigger: The grid position coords must be odd, and the horizontal distance from the leftmost tile/entity to the leftmost rail entity must be odd. Similarly for topmost. So in your posted blueprint, I think it's the topmost signal...
by xykite
Tue Mar 05, 2024 3:00 pm
Forum: Bug Reports
Topic: [1.1.104] Trilinear filtering between incompatible mipmaps
Replies: 1
Views: 235

Re: Trilinear filtering between incompatible mipmaps

Note I believe this report is technically a dupe of 93236 . To repro that issue, here is a combinator with a checkmark on it blurry-check.png I believe the reason the glitch is happening is an incorrect mipmap (possibly the only bad one in __base__/graphics/icons). The two levels are superimposed as...
by xykite
Tue Mar 05, 2024 2:55 pm
Forum: Bug Reports
Topic: [1.1.104] Trilinear filtering between incompatible mipmaps
Replies: 1
Views: 235

[1.1.104] Trilinear filtering between incompatible mipmaps

This is a minor but noticeable rendering issue that arises from the combination of two non-bugs: Icons have flags 'linear-minification', 'linear-magnification', 'linear-mip-level'. So if the game interface has a UI scale that results in icon sizes between mipmap levels (i.e. UI scales 75, 125, 150, ...
by xykite
Thu Mar 18, 2021 11:16 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243758

Re: Performance optimization - post your saves

I use a lot of unreachable train stops on purpose - it's the only way I know of to say "wait until next stop is available". From reading other posts, this appears to results in train repathing performance issues. With this setup, if I mark one of my train grid squares for destruction then...
by xykite
Tue Mar 09, 2021 8:39 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243758

Re: Performance optimization - post your saves

I suggest you use train limits instead of unreachable stops. I don't see a large drop in performance with that map, but I do have a fairly beefy computer, and there is a small drop in perf when marking one of the intersections for deconstruction. The drop goes away when I replace the unreachable st...
by xykite
Tue Mar 09, 2021 4:47 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 412
Views: 243758

Re: Performance optimization - post your saves

I use a lot of unreachable train stops on purpose - it's the only way I know of to say "wait until next stop is available". From reading other posts, this appears to results in train repathing performance issues. With this setup, if I mark one of my train grid squares for destruction then ...
by xykite
Thu Jan 28, 2021 7:17 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.19] [Minor] Opening map view while drag-placing generates undergrounds
Replies: 1
Views: 1851

[kovarex] [1.1.19] [Minor] Opening map view while drag-placing generates undergrounds

I found some odd behaviour when I had a quick glance at the map while drag-placing a long stretch of belt. Minimal steps to reproduce: Left-click to place a single belt and hold the mouse button down Press M to open the map (keep the mouse button held) Move the mouse a few tiles in the direction of ...
by xykite
Mon Jan 11, 2021 11:11 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Unflippable blueprint gets flipped when updating existing flipped blueprint
Replies: 1
Views: 1655

[kovarex] [1.1.8] Unflippable blueprint gets flipped when updating existing flipped blueprint

bpflip.png Create any blueprint, e.g. A. Horizontally flip the blueprint while in hand, no need to place it anywhere. Update the blueprint's contents with an unflippable blueprint, e.g. B. The result is C, which is invalid (the station is the wrong way round) and cannot be flipped back to B. Expect...
by xykite
Thu Dec 31, 2020 7:23 am
Forum: Modding interface requests
Topic: [Not a request] Inserters with allow_custom_vectors are now exploits
Replies: 8
Views: 1829

Re: [Not a request] Inserters with allow_custom_vectors are now exploits

FWIW I added a short 'on_entity_settings_pasted' callback to my copy of IR2 to sanitise paste results. So you can copy nearness / farness between short / long inserters without changing their lengths. It doesn't feel quite right but it seems to work.
by xykite
Sat Nov 28, 2020 8:18 pm
Forum: Implemented Suggestions
Topic: New Blueprints - Better Symmetry Point
Replies: 34
Views: 13535

Re: New Blueprints - Better Symmetry Point

Yay, specifying an almost-arbitrary centre of rotation is now possible in 1.1 by using an absolute offset. My train set rotates and tiles properly now. Thanks devs :)
by xykite
Tue Aug 04, 2020 6:20 pm
Forum: Implemented Suggestions
Topic: New Blueprints - Better Symmetry Point
Replies: 34
Views: 13535

Re: New Blueprints - Better Symmetry Point

So how about another way - use current behaviour, but add an "offset anchor". Show the "center map" in the blueprint GUI (intersecting lines like in the picture above, with some flag in the center) and allow to drag it (e.g. by Shift + RMB). Unchanged anchor will automatically a...
by xykite
Mon Aug 03, 2020 7:11 am
Forum: Implemented Suggestions
Topic: New Blueprints - Better Symmetry Point
Replies: 34
Views: 13535

Re: New Blueprints - Better Symmetry Point

Blueprints will not change their "offset class" when rotated. That's true in the cases we've both drawn, but when a rotation acts on the set of offset classes, (0,1) gets swapped with (1,0). ... it can be easily fixed by adding some controllable offset to the blueprint tile grid. Are you ...
by xykite
Sun Aug 02, 2020 2:56 pm
Forum: Implemented Suggestions
Topic: New Blueprints - Better Symmetry Point
Replies: 34
Views: 13535

Re: New Blueprints - Better Symmetry Point

On the contrary - the purpose of such a (hypothetical) translation map is to cancel out an unaligned reference point and end up with a result of 0 mod 2, i.e. aligned rails. My point is that I don't think this idea works once you take in account blueprints without rails in them. alignment.png Suppos...

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