Search found 77 matches
- Fri Apr 12, 2024 2:55 am
- Forum: Not a bug
- Topic: [1.1.104] small yet fun "1 pixel" diff for tile-unknown icon
- Replies: 1
- Views: 529
[1.1.104] small yet fun "1 pixel" diff for tile-unknown icon
pre Factorio has a number of "fallback" icons; namely ./virtual-signal/signal-unknown.png ./tile/tile-unknown.png ./item/item-unknown.png ./fluid/fluid-unknown.png ./entity/entity-unknown.png as easily seen by `find . | grep unknown` in icons dump, for example. They all feature the black ...
- Mon Apr 08, 2024 9:23 pm
- Forum: Minor issues
- Topic: [1.1.104] Crash on --dump-icon-sprites (linux)
- Replies: 3
- Views: 732
Re: [1.1.104] Crash on --dump-icon-sprites (linux)
could be triaged as minor issue or duplicate Okay; to me this seems like a duplicate of a known issue with "linux vram size detection is broken". mostly means "video-memory-usage" has to be set to "all" (as is by default). Not sure if it's even worth it on time-investm...
- Wed Apr 03, 2024 10:22 am
- Forum: Minor issues
- Topic: [1.1.104] Crash on --dump-icon-sprites (linux)
- Replies: 3
- Views: 732
Re: [1.1.104] Crash on --dump-icon-sprites (linux)
I also went to backups to confirm the same on 1.1.80 well, the difference really seems to only in video drivers? using the on-the-chip graphics on this box. here's logs for vanilla 104 and vanilla 80 (actually verbose huh) factorio-current.v1-1-104.log factorio-current.v1-1-80.log hope this helps......
- Tue Apr 02, 2024 7:14 am
- Forum: Modding interface requests
- Topic: on_pre_console_chat (or on_cancel_console_chat)
- Replies: 13
- Views: 4360
Re: on_pre_console_chat (or on_cancel_console_chat)
Bumping this request for possibility to modify sent messages. probably won't save you a day... but there has been a working workaround... a while. TL;DR: chatting player under "/mute" still raise chat/command lua events but muffles the following act-upon much in the preventDefault() sense...
- Sun Mar 31, 2024 9:50 am
- Forum: Minor issues
- Topic: [1.1.104] Crash on --dump-icon-sprites (linux)
- Replies: 3
- Views: 732
[1.1.104] Crash on --dump-icon-sprites (linux)
seen from at least v1.1.100 (also v1.1.104 ), game crashes on using ` ./bin/x64/factorio --dump-icon-sprites ` kinda works for some(?) items, but then crashes up with "pls report". (( side note, would have been NICE if it dumped icons under `./script-output/icons/all-the-folders-go-HERE` i...
- Sat Dec 09, 2023 1:01 am
- Forum: Releases
- Topic: Version 1.1.98
- Replies: 13
- Views: 10958
Re: Version 1.1.98
> wrong path prefix
> step up cache annihilation game
> 61896 vs 61895
There are only 2 hard things in programming: naming things, cache invalidation and off-by-one errors.
Welcome to the club! keep up the good work.
> step up cache annihilation game
> 61896 vs 61895
There are only 2 hard things in programming: naming things, cache invalidation and off-by-one errors.
Welcome to the club! keep up the good work.
- Mon Jul 24, 2023 5:23 pm
- Forum: Ideas and Suggestions
- Topic: Search should not be case sensitive
- Replies: 10
- Views: 2159
Re: Search should not depends on Upper/Lower case
the stance of " call me a manager here! " is not something that would get you anywhere :> but that aside; I've looked the thread back in the day, yet decided it was not worthy of any input when I glanced over the other posts of the author. nowadays I still believe this thread is not of any...
- Fri Jul 07, 2023 3:00 am
- Forum: Won't fix.
- Topic: Unicode search is case-sensitive
- Replies: 3
- Views: 2900
Re: Unicode search is case-sensitive
This post has been referenced or duplicated more than once, mostly by Russian (or Cyrillic-family) speakers. For anyone implementing the "lowercase" collation in the Lua land, I leave a minimal example of how I did it some few years ago helping with the map-markers-contents search extensio...
- Tue Jul 04, 2023 9:51 pm
- Forum: Implemented for 2.0
- Topic: extend /admins [online|o] [count|c] <-- akin to /players
- Replies: 3
- Views: 1088
extend /admins [online|o] [count|c] <-- akin to /players
extend /admins command with optional [online|o] [count|c] modifiers, much like /players works. ((I am against /a shortcut (players -> p) however, /admin is a better candidate for /a if anything, let alone other third party tools)) Why functionally, /admins outputs players-in-the-map-data filtered fo...
- Sun Jul 02, 2023 1:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.80] /editor map-gen-settings no caption on freq17%
- Replies: 1
- Views: 1372
[1.1.80] /editor map-gen-settings no caption on freq17%
A small-bitor-scale bug; when you hover over sliders in /editor -> surfaces -> Edit map get settings , it *usually* shows the percentage. but for any ore with minimal freq I do not see that caption for some reason. You can import the string below on that same editor screen and see if it is reproduci...
- Sun Jul 02, 2023 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
- Replies: 6
- Views: 2507
[boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
You can drop-into-assemblers (or coal to furns) holding the drop key and dragging the mouse around. Usually this means a small timeout before spitting onto the ground. Yet each new "selected" target automatically gets dropped-into. Fun fact: if the target is still a ghost, it is a valid ta...
- Sun Jul 24, 2022 1:58 am
- Forum: Modding interface requests
- Topic: [1.1.61+] GameViewSettings to have camera offset (allows aimming, driving and guidance)
- Replies: 0
- Views: 666
[1.1.61+] GameViewSettings to have camera offset (allows aimming, driving and guidance)
What I want to be able to shift the camera around getting the character off the mid of the screen for level-design and gameplay reasons. How GameViewSettings could have an rw param of a position (offset); aka {number,number} | {x=number, y=number} | nil (or {0,0}?) nil or {0,0} as the default; offs...
- Mon Mar 07, 2022 5:24 pm
- Forum: Not a bug
- Topic: [1.1.55] Server filters are reset on restart
- Replies: 7
- Views: 2649
[1.1.55] Server filters are reset on restart
WHAT? recently the headless thingy got added as the 4th filter; However, when you exit-and-restart the game the filters are reset to ANY state (at least for me) 2022-03-07_f1.1.55__broken_filters.png Same goes for the sort-by-column thing that gets reset to by-name... other half-on-topic stuff imo,...
- Sat Mar 05, 2022 11:13 pm
- Forum: Resolved Problems and Bugs
- Topic: using cheat command softlocks the game
- Replies: 6
- Views: 2706
Re: using cheat command softlocks the game
REPRO POSITIVE linux build on 1.1.53 softlocks [ v ] steps to rep: LOCK! new game no mods; prob a host-new-mp one as usual; /sc script.on_event(defines.events.on_research_finished, function(event) game.set_game_state { game_finished = true, player_won = true, can_continue = true, victorious_force =...
- Sat Mar 05, 2022 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
- Replies: 3
- Views: 2971
Re: [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force
edit: they are the same vids provided in the opening post; I just missed them there;
small pocs vids
- Wed Feb 16, 2022 1:22 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] race click on scenario-closed bp-lib gui: crashes client if latency>0.
- Replies: 1
- Views: 2241
[1.1.53] race click on scenario-closed bp-lib gui: crashes client if latency>0.
[1.1.53] race click on scenario-closed bp-lib gui crashes client with latency>0. Hello, me again. Blueprints crashing the engine again. With latency. Deja vu, have I seen that stacktrace before... :> ((I shall update this with steps/mwe/lua stuff in a moment, pls bear with me, *life* is happening :>...
- Tue Feb 01, 2022 4:52 am
- Forum: Not a bug
- Topic: [1.1.53] Graphics bug with electronic circuits and advanced circuits when on a transport belt
- Replies: 5
- Views: 1902
Re: [1.1.53] Graphics bug with electronic circuits and advanced circuits when on a transport belt
Greetings; GUESS: ZOOMING ISSUE, NOT A BUG; (alias moire) While I do not posses the utmost knowledge on the internals, this looks a lot more like a zooming artifact to me. Consider zooming in and out? Does it follow the pattern only for the specific zoom? If so, it is a famous anti-aliasing artifact...
- Thu Nov 04, 2021 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
- Replies: 3
- Views: 3263
Re: [1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
(full read w/ spoiler est. 3 min) A tiny bit more info First hand details: ... Here, "unresponsive" actually means: [x] in the corner still has the "esc/e to close" caption on mouseover. However ESC actually brings the usual Resume-settings-etc menu, which does nothing . BTW, u a...
- Wed Oct 20, 2021 10:46 pm
- Forum: Duplicates
- Topic: [1.1.42] Gui search (including fuzzy) should rather not depend on the UpperCase in locales
- Replies: 1
- Views: 1005
[1.1.42] Gui search (including fuzzy) should rather not depend on the UpperCase in locales
It has been reported to me a number of times that neither a search for the technology-name nor a search for an item-name (with ctrl-F) would succeed on these conditions: The name of the technology/item starts with a capital letter (-P-istol, -S-tone wall (tech)). The user tries to input lowercased n...
- Wed Oct 20, 2021 10:06 pm
- Forum: Not a bug
- Topic: [1.1.42] Unable to manually repair friendly unit type entities with repair kit
- Replies: 4
- Views: 2186
Re: [1.1.42] Unable to manually repair friendly unit type entities with repair kit
Proposed label: NOT A BUG. Reasoning: The screen provided shows a player inside a vehicle. However, Neither being inside a car nor being inside a spider allows you to use repair packs by hand. You can try this with any damaged item being inside a car at any recent version. The bots however can (and ...