Search found 1103 matches

by sillyfly
Sat Feb 22, 2025 3:16 pm
Forum: Not a bug
Topic: [2.0.35] Ghost pipes have hitbox
Replies: 2
Views: 143

Re: [2.0.35] Ghost pipes have hitbox

Ok, I understand.
I found it mostly amusing, weird that I never encountered that before, but I see how that would be annoying to fix.
Thanks for the quick response.
by sillyfly
Sat Feb 22, 2025 2:58 pm
Forum: Not a bug
Topic: [2.0.35] Ghost pipes have hitbox
Replies: 2
Views: 143

[2.0.35] Ghost pipes have hitbox

Put 2 pipes next to each other.
Copy and paste a ghost to create an "O" with the player in the middle.
Expected behavior - player can move through ghosts.
Actual behavior - ghosts block player.
See video demo here:
https://streamable.com/5ne2c0

Also attached here:
pipe_ghost.mp4
(13.25 MiB) Downloaded 21 times
by sillyfly
Thu Nov 07, 2024 1:34 pm
Forum: Resolved Problems and Bugs
Topic: [pard] [2.0.10] Achievement popup causes tooltips to go behind UI windows
Replies: 4
Views: 485

Re: [raiguard] [2.0.10] (Linux/Wayland) Achievement popup causes tooltips to go behind UI windows

FYI, I was unable to reproduce it on 2.0.14. I guess it may have been resolved by some unrelated change, or possibly there are other conditions that need to apply.
The original report was also from a base game, and since then I moved to a fresh install of Space Age, so I guess it may also be related ...
by sillyfly
Sat Oct 26, 2024 10:31 am
Forum: Resolved Problems and Bugs
Topic: [pard] [2.0.10] Achievement popup causes tooltips to go behind UI windows
Replies: 4
Views: 485

[pard] [2.0.10] Achievement popup causes tooltips to go behind UI windows

Playing on Linux with the Wayland backend (not sure if it matters), when an achievement popup is shown - any tooltip already shown, or being displayed while the achievement popup is still shown, will be hidden behind other UI elements, such as inventory window, Factoriopedia etc.
Once he achievement ...
by sillyfly
Thu Apr 11, 2019 4:03 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.28] [Linux] Control key not recognized
Replies: 6
Views: 4298

Re: [0.17.28] [Linux] Control key not recognized

Found the "culprit": disabling "press Control twice to locate pointer" in Gnome Tweak Tool allows Factorio to see Control key presses again.
IMHO Factorio should be able to see it regardless, but it is a workaround for now, and perhaps would allow the devs to reproduce the problem and solve it ...
by sillyfly
Wed Apr 10, 2019 7:06 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.28] [Linux] Control key not recognized
Replies: 6
Views: 4298

Re: [0.17.28] [Linux] Control key not recognized

Last time I played was around 0.17.4, and back then it worked perfectly.
Had no issues like that in 0.16 or before.
by sillyfly
Wed Apr 10, 2019 5:50 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.28] [Linux] Control key not recognized
Replies: 6
Views: 4298

[Oxyd] [0.17.28] [Linux] Control key not recognized

As the title says, seems like the game refuses to recognize the Control key.
Key bindings are all on default, and I'm using bog standard QWERTY layout, but no matter what I do it's as if I never press/hold the Control button.
Even trying to re-map actions there is no difference whether I hold ...
by sillyfly
Thu Jun 14, 2018 7:31 pm
Forum: Ideas and Suggestions
Topic: [FEATURE] VRAM requirement is not sane
Replies: 29
Views: 12838

Re: [FEATURE] VRAM requirement is not sane

I believe I posted about this a long time ago, but Factorio is definitely in the "uncanny valley" of having a high VRAM requirements with otherwise pretty low GPU needs. GPUs like an Nvidia 1050 or AMD 560 have way more "power" than Factorio actually needs, but only 2GB of VRAM.

I wonder if some ...
by sillyfly
Thu Dec 21, 2017 6:02 pm
Forum: Not a bug
Topic: [0.16.1] Artillery destroying rocks leaves items on ground.
Replies: 5
Views: 2765

Re: [0.16.1] Artillery destroying rocks leaves items on ground.

Pretty sure that's working as intended... same thing happens when you run the rocks over with a car or shoot them with any other weapon...
by sillyfly
Wed Dec 13, 2017 4:03 pm
Forum: Not a bug
Topic: [16.0] Bad performance/low FPS with 2GB or less VRAM
Replies: 12
Views: 8457

Re: [16.0] Bad performance/low FPS with 2GB or less VRAM

Factorio has stumbled into the "uncanny valley" of needing very little GPU power, but quite a lot of VRAM... Anything above a GTX1050 / RX560 is probably massive overkill for Factorio, but you really do need >2GB, which mostly means a more expensive GPU (lower-end GPUs with >2GB VRAM exist, but they ...
by sillyfly
Tue Dec 12, 2017 3:39 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.15.37] Early station wait penalty
Replies: 4
Views: 6870

Re: [kovarex] [0.15.37] Early station wait penalty

... Long story short, when other than TimeCondition was used, the method returns uint32_t(-1) as no value which, when used as number is 2^32 - 1, which was used as the penalty value. ...

Ah, the ol' "Negative number interpreted as an unsigned integer" shenanigan.

I wonder how many head ...
by sillyfly
Fri Dec 01, 2017 9:19 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 101295

Re: Friday Facts #219 - Cliffs

This looks awesome!
But I'm a bit feverish, so I really hope I'm not hallucinating it.
Cliffs! In Factorio! Awesome!
by sillyfly
Sat Nov 25, 2017 3:36 pm
Forum: Releases
Topic: Version 0.15.38
Replies: 32
Views: 24803

Re: Version 0.15.38

Could be nice to hear when we will see .16 release. At least a month. Or dev's thinks it's a bad idea to announce until it's 100% ready?

I don't think they will publish an estimated release date until it's very close, as there is too much room for error and potential for disappointment.

That ...
by sillyfly
Mon Nov 13, 2017 2:20 pm
Forum: Pending
Topic: Reached game limits on roboports ?
Replies: 2
Views: 1927

Re: Reached game limits on roboports ?

They have no way of accessing your save files - but they will probably be indispensable for diagnosing or solving this issue.
I suggest you upload your save file :)
by sillyfly
Mon Nov 13, 2017 9:12 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 303588

Re: Performance optimization - post your saves

Rseding91 wrote: ... it may help slightly ... takes half the time ...
Wube's optimization philosophy - saving 50% is only a slight improvement :D :D
Keep up the excellent work guys.
by sillyfly
Sun Nov 12, 2017 2:47 pm
Forum: Gameplay Help
Topic: Train pathing through station
Replies: 24
Views: 11892

Re: Train pathing through station

Could there be a signalling issue with the part of the track aside the station?
What happens if you completely break the station part off? Do you get any "No Path" errors?
It may help to upload your save file, as it is hard to see all the details just form the screenshot.
by sillyfly
Wed Nov 08, 2017 1:16 pm
Forum: Modding discussion
Topic: Fractional/rounding glitches?
Replies: 2
Views: 1663

Re: Fractional/rounding glitches?

More precisely - if its binary representation isn't finite.
For example, 1/5 = 0.2, which has a finite representation in base 10. However, in base 2 it is 0.00110011..., so it can still not be represented accurately in a binary floating point number (=the sane way computers handle non-integers)
by sillyfly
Wed Nov 08, 2017 7:48 am
Forum: Technical Help
Topic: Symptoms of a slow server?
Replies: 6
Views: 3074

Re: Symptoms of a slow server?

There seem to be a lot of messages like "Device reset internal" - I don't know what they mean, but that doesn't sound healthy...

There are also lots of latency changes - it was reported in the past that Factorio can sometimes be too optimistic in setting the latency, setting it to a value too low ...
by sillyfly
Tue Nov 07, 2017 12:18 pm
Forum: Off topic
Topic: The Backronym Game (Forum Game)
Replies: 40
Views: 16865

Re: The Backronym Game (Forum Game)

Back Away! Detonation Area Safe & Secure.

MANUFACTURE
by sillyfly
Sat Nov 04, 2017 8:20 am
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 13722

Re: I wish I had the money.

Interesting - this is on their website as well. I've heard practically nothing about the price at 1.0, and I wouldn't be surprised in the slightest if it stayed at $20 after 1.0.

I think it is pretty reasonable to assume the price will increase.
When I bought the game ~2.5 years ago it was only ...

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