Search found 66 matches

by DaveKap
Thu Nov 14, 2024 9:42 am
Forum: Not a bug
Topic: [2.0.17] Ghost of copied electric pole or lightning rods doesn't show range.
Replies: 3
Views: 451

Re: [2.0.17] Ghost of copied electric pole or lightning rods doesn't show range.

It's also worth specifying that I can see the range of the electric pole I copy but not the range of other poles.
by DaveKap
Thu Nov 14, 2024 6:30 am
Forum: Not a bug
Topic: [2.0.17] Ghost of copied electric pole or lightning rods doesn't show range.
Replies: 3
Views: 451

[2.0.17] Ghost of copied electric pole or lightning rods doesn't show range.

I don't know if this is a bug or a feature request. When I copy 1 electric pole or 1 lightning rod, I expect to be able to see the range of a power line's power or the lightning rod's coverage. Instead, I just see the roboport range. That would make more sense if I was copying anything that didn't ...
by DaveKap
Sun Nov 03, 2024 10:48 pm
Forum: Duplicates
Topic: [2.0.11] 2 red dot on map
Replies: 2
Views: 289

Re: [2.0.11] 2 red dot on map

I've also got some random red dots appearing while on Gleba.

Closest zoom from Remote view.
Image

1 click in from previous image.
Image

Much closer zoom in.
Image

There is nothing there to deconstruct or pick up.
by DaveKap
Wed Oct 30, 2024 12:03 am
Forum: Not a bug
Topic: [2.0.12] Possibly more music clipping issues on Fulgora.
Replies: 1
Views: 295

[2.0.12] Possibly more music clipping issues on Fulgora.

Same problem as the Gleba music that got fixed this patch (haven't been back to listen and check, though) except now it's on Fulgora. Here's a screenshot during some of the crispy noises that might not be entirely on purpose. I know the planet's got a very electric theme going in its music but I'm ...
by DaveKap
Tue Oct 29, 2024 8:47 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.11] Gleba music track has clipping issues.
Replies: 6
Views: 1192

Re: [Donion] [2.0.11] Gleba music track has clipping issues.

I'll make a new post if this is still present in the newer version, but here's another spot where Fulgora music gets a bit crinkly crusty in a way that doesn't feel quite right.
Image
by DaveKap
Mon Oct 28, 2024 8:46 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.11] Gleba music track has clipping issues.
Replies: 6
Views: 1192

Re: [Donion] [2.0.11] Gleba music track has clipping issues.

Donion wrote: Mon Oct 28, 2024 11:37 am This turned out to be a bug in the variable music system, the fading between samples was not being applied (also timing was a bit off). The samples themselves should be fine.
The issues is now fixed for the next release. Thanks for the report.
Flippin' awesome. Thanks so much!
by DaveKap
Sun Oct 27, 2024 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.11] Gleba music track has clipping issues.
Replies: 6
Views: 1192

Re: [2.0.11] Gleba music track has clipping issues.

Image
At the moment I took this screenshot, there were a bunch of clipping reverse piano hits. The clipping happens at the end of the note, when the hit is at its loudest.

Edit: I got a few more during a different part of the song:
Image
by DaveKap
Sun Oct 27, 2024 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.11] Gleba music track has clipping issues.
Replies: 6
Views: 1192

[Donion] [2.0.11] Gleba music track has clipping issues.

After a few hours on Gleba I've noticed that one music track in particular needs remastering due to some poor clipping issues that are nagging at my eardrums. At first I thought this was something else in the game but after hearing the track multiple times, I can confirm it's the music.

The song in ...
by DaveKap
Sun Oct 27, 2024 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [posila][2.0.10] Purple line appearing on Gleba
Replies: 7
Views: 1907

Re: [posila][2.0.10] Purple line appearing on Gleba

Grabbed some shots of the same bug. Playing in 1920x1080 at 240hz.
At 6 zoom clicks backward from default:
https://i.imgur.com/FRLmd7s.png
(Blue line clearly in center)
Then at 1 zoom level forward:
https://i.imgur.com/wEoApFl.png
(Shorter blue line off to the left)

Here are my settings:
https ...
by DaveKap
Sat Feb 06, 2021 4:26 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 299
Views: 206380

Re: Friday Facts #365 - Future plans

I'm all on board for a big expansion. I hope it ends up being the space platform y'all originally conceived of as the end game!
by DaveKap
Sat Aug 15, 2020 11:06 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 130068

Re: Friday Facts #360 - 1.0 is here!

Supported the highest tier possible over 6 years ago. Proud to have my name somehow, in some silly way, inside this game. Great job to everyone at Wube and I look forward to future patches and your next endeavor!
by DaveKap
Wed Jan 31, 2018 10:31 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 56993

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

User DedlySpyder helped me create a PvP mod that had factory builders gather and refine resources to spend against each other in a "proxy war" battled by hired AI. Though it's technically "finished," we didn't continue development of it because we thought 1.0 was soon upon us and we decided to wait ...
by DaveKap
Tue Oct 17, 2017 9:52 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 76997

Re: Friday Facts #212 - The GUI update (Part 1)

When I first saw the new UI I audibly went "wooooaaaaahhh!" because it looks real nice. Upon reflection, however, I think if you're going to go with this "shades of grey" window panel style, I think you should allow the user some freedom in color choice. I'm certain mods would allow it if you didn't ...
by DaveKap
Sun Apr 30, 2017 4:58 am
Forum: Ideas and Suggestions
Topic: [1.5] Thoughts after about 20 hours of play (and a .gif!)
Replies: 6
Views: 3802

Re: [1.5] Thoughts after about 20 hours of play (and a .gif!)

Oh one more thing I'd love to exist in the vanilla game:
The ability to insta-upgrade things w/o having to put down blueprints or rebuild. AKA: I want to tell my robots that when I'm in range of a lower-tier object and I have higher-tier versions in my inventory, I want the robots to just go out and ...
by DaveKap
Thu Apr 27, 2017 9:28 am
Forum: Ideas and Suggestions
Topic: [1.5] Thoughts after about 20 hours of play (and a .gif!)
Replies: 6
Views: 3802

[1.5] Thoughts after about 20 hours of play (and a .gif!)

So here are some quick thoughts about where I feel like the game still needs some shuffling.

Firstly, nuclear power tech is monolithic. It costs a lot and gives a lot. However, I don't really feel like monolithic tech fits in well with Factorio. I don't know if this is something you did on purpose ...
by DaveKap
Mon Apr 24, 2017 10:44 pm
Forum: Ideas and Suggestions
Topic: Please warn us before resetting our keybinds.
Replies: 1
Views: 1363

Please warn us before resetting our keybinds.

I just grabbed .15 and was sadly given a pop-up upon start that says "your configurations have been reset."

Could you please warn us before doing this? I had my keybinds _just_ right and trying to redo them all from scratch is a major pain. I'd at least like to be able to grab my old binds and use ...
by DaveKap
Sun Apr 23, 2017 2:47 am
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 171690

Re: Friday Facts #187 - Space science & 0.15 graphics

The new graphics are gorgeous and I'm going to test .15 just so I can see all that in motion. Amazing!
by DaveKap
Tue Mar 07, 2017 12:05 am
Forum: Ideas and Requests For Mods
Topic: Multiplayer scenario suggestion: Proxy wars.
Replies: 10
Views: 5564

Re: Multiplayer scenario suggestion: Proxy wars.

Yep, kinda agree that theres no need for an arena, just let the biter loose on the other side as soonas it is bought. Whoever gets resources faster will eventually snowball into a victory by killing the enemy player.
I figure it's time to ask again. I had one taker before but they suddenly became ...
by DaveKap
Thu Jan 05, 2017 11:10 am
Forum: Ideas and Requests For Mods
Topic: Multiplayer scenario suggestion: Proxy wars.
Replies: 10
Views: 5564

Re: Multiplayer scenario suggestion: Proxy wars.

Figured I'd bump this just to check if anyone wanted to help me give it a shot yet? ;)
by DaveKap
Thu Jan 05, 2017 9:19 am
Forum: News
Topic: Friday Facts #169 - Combat revisit 2
Replies: 157
Views: 77041

Re: Friday Facts #169 - Combat revisit 2

https://www.factorio.com/blog/post/fff-169
Hey Klonan, I hope you're still reading replies here because there's a multiplayer mode I'd really love to see added to Factorio. I think as is, Factorio isn't really built for proper multiplayer gaming outside of the mega-factory co-op mode we have now ...

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