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 ...
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: 704
- Mon Apr 08, 2024 9:23 pm
- Forum: Minor issues
- Topic: [1.1.104] Crash on --dump-icon-sprites (linux)
- Replies: 3
- Views: 1061
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-investment, assuming the workaround ...
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-investment, assuming the workaround ...
- Wed Apr 03, 2024 10:22 am
- Forum: Minor issues
- Topic: [1.1.104] Crash on --dump-icon-sprites (linux)
- Replies: 3
- Views: 1061
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 ...
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 ...
- Tue Apr 02, 2024 7:14 am
- Forum: Modding interface requests
- Topic: on_pre_console_chat (or on_cancel_console_chat)
- Replies: 13
- Views: 4944
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: 1061
[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` instead of ...
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` instead of ...
- Sat Dec 09, 2023 1:01 am
- Forum: Releases
- Topic: Version 1.1.98
- Replies: 13
- Views: 13047
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: 2669
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 interest ...
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 interest ...
- Fri Jul 07, 2023 3:00 am
- Forum: Won't fix.
- Topic: Unicode search is case-sensitive
- Replies: 3
- Views: 3331
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 extension (aka ...
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 extension (aka ...
- Tue Jul 04, 2023 9:51 pm
- Forum: Implemented mod requests
- Topic: extend /admins [online|o] [count|c] <-- akin to /players
- Replies: 3
- Views: 1305
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 ...
((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 ...
- 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: 1663
[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 ...
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 ...
- 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: 3033
[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 target ...
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 target ...
- 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: 813
[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 ...
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 ...
- Mon Mar 07, 2022 5:24 pm
- Forum: Not a bug
- Topic: [1.1.55] Server filters are reset on restart
- Replies: 7
- Views: 3042
[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 ...
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 ...
- Sat Mar 05, 2022 11:13 pm
- Forum: Resolved Problems and Bugs
- Topic: using cheat command softlocks the game
- Replies: 6
- Views: 2985
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 ...
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 ...
- 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: 3354
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: 2554
[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 ...
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: 2130
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 ...
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 ...
- 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: 3681
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 also have the tips ...
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 also have the tips ...
- 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: 1154
[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 ...
The name of the technology/item starts with a capital letter (-P-istol, -S-tone wall (tech)).
The user tries to input lowercased ...
- 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: 2439
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 ...
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 ...