I'm not entirely sure why this was moved to technical support but this issue does not happen with 0.18.4 or any other version of Factorio. It only started happening with 0.18.5.
Also it appears to be a multiplayer specific issue as loading the same save in singleplayer does not cause any issues ...
Search found 7 matches
- Tue Feb 11, 2020 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer
- Replies: 5
- Views: 4640
- Tue Feb 11, 2020 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer
- Replies: 5
- Views: 4640
[0.18.5] Graphics lock up when zooming in on distant areas on map in multiplayer
Typically I can zoom in on the area where the player is just fine, but if I move the zoomed in map view far enough away or zoom in on a far away area, it will suddenly lock up the graphics. Sound will still play and CPU will be used but it will refuse to render any more frames.
Does not occur in ...
Does not occur in ...
- Tue Sep 11, 2018 3:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Car sprite layers shaking when moving
- Replies: 1
- Views: 3372
[0.16.51] Car sprite layers shaking when moving
A picture is worth a thousand words, so an animated picture should make it plainly obvious:
- Mon Feb 26, 2018 8:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.25] Express belt animation stops at a specific time
- Replies: 10
- Views: 7185
Re: [16.25] Express belt animation stops at a specific time
You could say that. There was
frame = (int32_t)(tick * animation_speed)
where result of (tick * animation_speed) is double, so when it got larger than max int, casting it to int clamped it to max int (because that's how float -> int cast behaves, it doesn't wrap around as normal integer ...
frame = (int32_t)(tick * animation_speed)
where result of (tick * animation_speed) is double, so when it got larger than max int, casting it to int clamped it to max int (because that's how float -> int cast behaves, it doesn't wrap around as normal integer ...
- Sat Jul 09, 2016 12:18 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6] "No prototypes available" when biters try to expand
- Replies: 1
- Views: 2394
[0.13.6] "No prototypes available" when biters try to expand
No entity prototypes are available for this building.
I started a game in single player, after a while I transitioned to multiplayer with a friend, and then after a while it crashed. In multiplayer the game outright freezes or crashes. In singleplayer it still shows the error window but it doesn ...
I started a game in single player, after a while I transitioned to multiplayer with a friend, and then after a while it crashed. In multiplayer the game outright freezes or crashes. In singleplayer it still shows the error window but it doesn ...
- Fri Apr 01, 2016 8:16 am
- Forum: Bob's mods
- Topic: Source Control / License? Anyone?
- Replies: 8
- Views: 4318
Re: Source Control / License? Anyone?
2. Well... considering it's not legally copyright, I guess I can't sue, but it doesn't mean other people will like you if you abuse my work.
On the contrary all the code and assets you created, you do have copyright over. Copyright is granted automatically whenever you create something, even if it ...
On the contrary all the code and assets you created, you do have copyright over. Copyright is granted automatically whenever you create something, even if it ...
- Thu Mar 31, 2016 8:40 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 95665
Re: [0.12.x][v0.12.7] Bob's Assembly Machines
I'd just like to point out that the electronic assembling machine ingame sprites are somewhat offset, and hopefully it can be fixed for my own sanity.

(I originally accidentally posted this in the wrong topic)

(I originally accidentally posted this in the wrong topic)