Search found 7 matches
- Tue Oct 22, 2024 12:46 am
- Forum: Assigned
- Topic: [raiguard][2.0.7] Massive flickering when switching monitors
- Replies: 7
- Views: 188
Re: [raiguard][2.0.7] Massive flickering when switching monitors
Managed to reproduce on X11+i3. The key was to have something already open on the other screen. When I move factorio to a screen with another window open, i3 attempts to automatically resize the window to fit both on the screen. Most other programs would simply remain fullscreen after moving. Steps ...
- Mon Oct 21, 2024 10:58 pm
- Forum: General discussion
- Topic: Mods for 1st expansion run
- Replies: 19
- Views: 2353
Re: Mods for 1st expansion run
My mods:
Discovery tree (hides technologies until you have researched the prerequisites)
Expensive recipes (brings back expensive recipes from 1.0)
Discovery tree (hides technologies until you have researched the prerequisites)
Expensive recipes (brings back expensive recipes from 1.0)
- Mon Oct 21, 2024 10:49 pm
- Forum: Assigned
- Topic: [raiguard][2.0.7] Massive flickering when switching monitors
- Replies: 7
- Views: 188
Re: [2.0.7] Massive flickering when switching monitors
Something similar happened to me on X11+i3, although i haven't been able to reproduce it. The game was rapidly flickering between fullscreen and ~half screen size. While this was happening the game was stuck in the initial loading screen, "generating bitmaps" or something like that. I thou...
- Mon Oct 21, 2024 10:36 pm
- Forum: Bug Reports
- Topic: [2.0.7] Debug settings menu unresponsive after opening map
- Replies: 0
- Views: 21
[2.0.7] Debug settings menu unresponsive after opening map
To reproduce: 1. Start a new game 2. Open debug menu (F4). At this point you can modify the settings by clicking the checkboxes. 3. Open the map (M). (Closing the map also causes this.) 4. The checkboxes no longer respond to clicking. Expected behaviour: The menu should remain interactive. Workaroun...
- Sun Oct 20, 2024 3:11 pm
- Forum: General discussion
- Topic: Minimizing pollution
- Replies: 4
- Views: 233
Re: Minimizing pollution
Efficiency modules have a hard coded cap of -80%, i.e. they cannot reduce the energy usage to below 20%.
- Sun Oct 20, 2024 2:53 pm
- Forum: General discussion
- Topic: Minimizing pollution
- Replies: 4
- Views: 233
Re: Minimizing pollution
The tradeoff isn't between productivity vs. efficiency but productivity vs speed. All machines should be at the minimum 20% power use, which also means 20% pollution output. While not strictly necessary, there just isn't a situation with vanilla modules where that isn't the case. So what I did was f...
- Sun Oct 20, 2024 12:11 pm
- Forum: General discussion
- Topic: Minimizing pollution
- Replies: 4
- Views: 233
Minimizing pollution
I've been thinking about this for a while, and new expansion was a nice deadline. The question is: What is the absolute minimum amount of pollution required per research. To my knowledge, nobody has attempted to solve this before. Now there are a few complications, but tl;dr: minimum 1.087 pollution...