Search found 10 matches

by lvl19
Sun Oct 27, 2024 10:33 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.11] Assembling machine trash slots function as infinite storage
Replies: 16
Views: 1628

[Rseding91] [2.0.11] Assembling machine trash slots function as infinite storage

Assembling machines have unlimited number of trash slots. Arguably a balancing issue and not a bug. 1. What did you do? Set assembling machine recipe to e.g. iron gears via circuit network. Insert iron plates and wait for the machine to craft some gears, leaving the gears in the machine. Unset the r...
by lvl19
Wed Oct 23, 2024 11:20 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Massive flickering when switching monitors
Replies: 15
Views: 1530

Re: [raiguard][2.0.7] Massive flickering when switching monitors

Log. 1. I launch factorio. The game is opened fullscreen on 1st monitor. 2. Initiate flickering by exiting fullscreen. i3 should resize the window to occupy the right half of the screen, with some gaps left over for borders and such. 3. Around SDL timestamp 4700 I request the window to be moved to a...
by lvl19
Wed Oct 23, 2024 8:07 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Massive flickering when switching monitors
Replies: 15
Views: 1530

Re: [raiguard][2.0.7] Massive flickering when switching monitors

I made a few more observations which may or may not be helpful. (X11+i3) First of all, I can reproduce the issue on a single monitor, by having factorio fullscreen with another window on the same workspace, and forcing factorio to a normal window. Then it starts to flicker between window and fullscr...
by lvl19
Tue Oct 22, 2024 12:46 am
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Massive flickering when switching monitors
Replies: 15
Views: 1530

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 ...
by lvl19
Mon Oct 21, 2024 10:58 pm
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 31
Views: 3854

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)
by lvl19
Mon Oct 21, 2024 10:49 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.7] Massive flickering when switching monitors
Replies: 15
Views: 1530

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...
by lvl19
Mon Oct 21, 2024 10:36 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.7] Debug settings menu unresponsive after opening map
Replies: 2
Views: 526

[Rseding91] [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...
by lvl19
Sun Oct 20, 2024 3:11 pm
Forum: General discussion
Topic: Minimizing pollution
Replies: 4
Views: 567

Re: Minimizing pollution

Efficiency modules have a hard coded cap of -80%, i.e. they cannot reduce the energy usage to below 20%.
by lvl19
Sun Oct 20, 2024 2:53 pm
Forum: General discussion
Topic: Minimizing pollution
Replies: 4
Views: 567

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...
by lvl19
Sun Oct 20, 2024 12:11 pm
Forum: General discussion
Topic: Minimizing pollution
Replies: 4
Views: 567

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...

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