Search found 58 matches

by riking
Mon Jan 20, 2025 11:24 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland
Replies: 14
Views: 2809

Re: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland

This was the first fix that actually worked for me, but all I need is the path:

Code: Select all

XCURSOR_PATH=$(readlink -f /run/current-system/sw)/share/icons %command%
I think we should get this added to the nixpkgs steam wrapper.
by riking
Wed Nov 13, 2024 10:40 pm
Forum: Duplicates
Topic: [Raiguard] [2.0.15] Tiny cursor on Wayland
Replies: 7
Views: 808

Re: [2.0.15] Tiny cursor on Wayland

Oh hey, I should mention that I also use NixOS just like the OP here.

Performed a system update from https://releases.nixos.org/nixos/unstable/nixos-24.11pre690827.5633bcff0c61/nixexprs.tar.xz to https://releases.nixos.org/nixos/unstable/nixos-24.11pre705705.76612b17c0ce/nixexprs.tar.xz and a ...
by riking
Sat Nov 09, 2024 6:53 pm
Forum: Duplicates
Topic: [Raiguard] [2.0.15] Tiny cursor on Wayland
Replies: 7
Views: 808

Re: [2.0.15] Tiny cursor on Wayland

After today's updates to the Steam Linux Runtime, the mouse cursor is now extremely tiny.

Since I'm not sure which one Factorio uses, here's all the versions:
Steam Linux Runtime 1.0 (scout) appid: 1070560 buildid: 15348173
Steam Linux Runtime 2.0 (soldier) appid: 1391110 buildid: 15971527
Steam ...
by riking
Sat Nov 09, 2024 6:52 pm
Forum: Duplicates
Topic: [Steam Linux Runtime 9 Nov] Mouse cursor extremely tiny
Replies: 1
Views: 358

[Steam Linux Runtime 9 Nov] Mouse cursor extremely tiny

After today's updates to the Steam Linux Runtime, the mouse cursor is now extremely tiny.

Since I'm not sure which one Factorio uses, here's all the versions:
Steam Linux Runtime 1.0 (scout) appid: 1070560 buildid: 15348173
Steam Linux Runtime 2.0 (soldier) appid: 1391110 buildid: 15971527
Steam ...
by riking
Thu Nov 07, 2024 11:29 pm
Forum: Ideas and Suggestions
Topic: Factoriopedia "Ammo Category" improvements
Replies: 4
Views: 418

Re: Factoriopedia "Ammo Category" improvements

Also now that I think about it, the "Electric" ammo category should actually be a "Damage category", and Flamethrower would be a combined "Ammo/Damage Category" page. Artillery Shell (Ammo Category) would link to both Physical (Damage category) and Explosion (Damage category).
by riking
Thu Nov 07, 2024 11:03 pm
Forum: Ideas and Suggestions
Topic: Factoriopedia "Ammo Category" improvements
Replies: 4
Views: 418

Factoriopedia "Ammo Category" improvements

The "Ammo category" pages in the Factoriopedia are pretty barebones and need some love.

- Remove most items from the "Related" category
- Add a new "Used by" category: guns, vehicles with guns on them, turrets
- Add a new "Ammunition" category: the various types of ammo that match the category ...
by riking
Thu Nov 07, 2024 1:49 am
Forum: Ideas and Suggestions
Topic: Logisitic filters: Multi-planet select, and non-zero amount of "any quality; prefering highest quality"
Replies: 1
Views: 251

Re: Logisitic filters: Multi-planet select, and non-zero amount of "any quality; prefering highest quality"

It's weird that clearing the "Import From" filter doesn't save it as a cleared filter (import anywhere).
by riking
Wed Nov 06, 2024 5:50 pm
Forum: Releases
Topic: Version 2.0.15
Replies: 17
Views: 13988

Re: Version 2.0.15

Just speed module your recycler to reduce quality :-)
by riking
Wed Nov 06, 2024 1:03 am
Forum: Releases
Topic: Version 2.0.15
Replies: 17
Views: 13988

Re: Version 2.0.15

@Pirate_Rance: The save format for terrain tiles is necessarily highly compressed, and currently there's no space to store qualities. It likely won't change until the save format is next overhauled.
by riking
Mon Oct 28, 2024 4:18 am
Forum: Resolved Problems and Bugs
Topic: Deconstruction planner can't filter Vulcanus chimney vents
Replies: 2
Views: 791

Re: Deconstruction planner can't filter Vulcanus chimney vents

For "why would you do this":
Crafting 500x Blue Science on Vulcanus to research Coal Liquefaction on the first visit.
by riking
Mon Oct 28, 2024 4:04 am
Forum: Resolved Problems and Bugs
Topic: Deconstruction planner can't filter Vulcanus chimney vents
Replies: 2
Views: 791

Deconstruction planner can't filter Vulcanus chimney vents

Deconstruction planners can't be filtered with the Vulcanus sulfur-bearing rocks:

Code: Select all

 [entity=vulcanus-chimney] [entity=vulcanus-chimney-cold] [entity=vulcanus-chimney-faded] 
by riking
Sun Oct 27, 2024 6:40 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] Radar coverage preview doesn't include cargo landing pad coverage
Replies: 3
Views: 8322

[Genhis] Radar coverage preview doesn't include cargo landing pad coverage

When holding a radar to place it, the blue "radar coverage" overlay on the minimap does not display the coverage of the Cargo landing pad.

Screenshot: The minimap displaying proposed radar coverage in blue, adjacent to what are clearly always-charted chunks not highlighted in blue.
by riking
Mon Oct 21, 2024 7:31 pm
Forum: Technical Help
Topic: [2.0.7] 'Application Not Responding' on first launch
Replies: 2
Views: 248

Re: [2.0.7] 'Application Not Responding' on first launch

Relaunching the game from the modding dialog after making no changes also worked. I think this can be closed as Not Reproducible
by riking
Mon Oct 21, 2024 7:27 pm
Forum: Technical Help
Topic: [2.0.7] 'Application Not Responding' on first launch
Replies: 2
Views: 248

Re: [2.0.7] 'Application Not Responding' on first launch

Closing the game and launching again from Steam worked.

There's probably something about the reexec under NixOS Steam that broke?
by riking
Mon Oct 21, 2024 7:25 pm
Forum: Technical Help
Topic: [2.0.7] 'Application Not Responding' on first launch
Replies: 2
Views: 248

[2.0.7] 'Application Not Responding' on first launch

On my first successful launch of 2.0.7, I got the disable mods prompt, followed by an Application Not Responding:


0.000 2024-10-21 12:19:30; Factorio 2.0.7 (build 79385, linux64, steam)
0.118 Operating system: Linux (NixOS 24.11)
0.000 Initializing Steam API.
0.118 Program arguments: "/home ...
by riking
Mon Oct 21, 2024 7:16 pm
Forum: Technical Help
Topic: [1.1.101][linux] Game doesn't start any more
Replies: 6
Views: 1944

Re: [1.1.101][linux] Game doesn't start any more

Can confirm that this crash still happens when launching 2.0 under Proton.
Failed to compile shader __core__/graphics/shaders/sprite.psh as ps_4_0: __core__/graphics/shaders/sprite.psh:32:18: E5000: syntax error, unexpected NEW_IDENTIFIER, expecting ')' or ','
by riking
Sat Feb 06, 2021 9:43 am
Forum: Releases
Topic: Version 1.1.21
Replies: 10
Views: 17996

Re: Version 1.1.21

Yijare wrote: Sat Feb 06, 2021 12:21 am
SuperSandro2000 wrote: Fri Feb 05, 2021 7:12 pm Pretty latent update.
Image
A move that has not resolved yet is known as an "outstanding move". The Factorio client tracks these using the "latency state".
by riking
Fri Jan 22, 2021 10:04 pm
Forum: Releases
Topic: Version 1.1.13
Replies: 12
Views: 13021

Re: Version 1.1.13

Factorio now implements the Axiom of Choice! Horray!
by riking
Thu Dec 03, 2020 6:30 pm
Forum: Releases
Topic: Version 1.1.4
Replies: 24
Views: 18659

Re: Version 1.1.4

AmericanPatriot wrote: Thu Dec 03, 2020 6:08 pm Hoping for

balancing
  • increased spidertron movement speed or equipment grid size
Nah, the spidertron speed buff I want to see is "Spidertron can now climb on and attach itself to a train wagon"
by riking
Wed Jun 03, 2020 9:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27] Low contrast for circuit signal icons
Replies: 13
Views: 5859

Re: [0.18.27] Low contrast for circuit signal icons

V453000 wrote: Tue Jun 02, 2020 3:46 pm Thanks, I made the grey signal darker to fit better between white and black.

I've been thinking about the special each/anything/everything signals to be different than just yellow/green/red. I'll do something but I need some more time to think about it.

Easy answer: * / βˆƒ / βˆ€

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