Search found 259 matches

by HurkWurk
Fri Oct 27, 2023 5:12 pm
Forum: Minor issues
Topic: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers
Replies: 5
Views: 2408

Re: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers

old ticket, but might i recommend the number simply be put in a different location? i've seen this issue in many games now, and in all cases they want to align a value under the cursor with the left side spreading to the right, while windows wants to grow the cursor down and right, thus if the numbe...
by HurkWurk
Mon Sep 13, 2021 3:31 pm
Forum: Minor issues
Topic: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers
Replies: 5
Views: 2408

Re: [1.1.39] Larger than normal mouse cursor covers numbers

thanks for the gif Eradicator, yes, thats the issue, and it should hopefully be an easy-ish fix to set the text offset to account for cursor size, but i dont know if this is a legacy mode vs windows 10 ui problem (the legacy cursor size changers tended not to do this type of thing)
by HurkWurk
Fri Sep 10, 2021 4:52 pm
Forum: Minor issues
Topic: [Boskid] [1.1.39] Larger than normal mouse cursor covers numbers
Replies: 5
Views: 2408

[Boskid] [1.1.39] Larger than normal mouse cursor covers numbers

cosmetic issue, if you use a larger mouse cursor than the basic windows size, it covers up the numbers of what you are holding. normal: https://i.imgur.com/NLDhXl4.png i cannot give you a screenshot of large. every screenshot program i tried reduces the cursor size to default, so do recording tools....
by HurkWurk
Tue Feb 16, 2021 3:21 am
Forum: Duplicates
Topic: [1.1.22] Crash at start
Replies: 1
Views: 1131

Re: [1.1.22] Crash at start

Same issue, using non-steam copy of the game, and its completely repeatable. if i leave the demos running behind the menu, when it gets to the demo of the base with the hole in the wall being overrun, it always crashes. factorio-current.log 0.000 2021-02-15 19:11:23; Factorio 1.1.22 (build 58117, wi...
by HurkWurk
Thu Sep 19, 2019 5:30 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 63051

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

So that means that that in this case, the two outside (built) underground pipes would be connected, even though they should have different content. Is that what you meant to do? the answer is no. let me walk through what i invision. 1. you have your setup you picture. no pipes are connected to both...
by HurkWurk
Thu Sep 19, 2019 3:55 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 63051

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

@Dominik can you just prevent underground pipes from filling until they are connected on both sides? if one side is disconnected, have them destroy their current content? How would that help if the straight pipes and tanks get filled? every example i saw of evil bob breaking the current anti-mix me...
by HurkWurk
Thu Sep 19, 2019 2:55 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 63051

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

@Dominik

can you just prevent underground pipes from filling until they are connected on both sides?
if one side is disconnected, have them destroy their current content?
by HurkWurk
Fri Jul 05, 2019 12:03 am
Forum: Resolved Problems and Bugs
Topic: [updating to 17.54]
Replies: 4
Views: 2074

[updating to 17.54]

6.784 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reprodu...
by HurkWurk
Mon Jul 01, 2019 5:50 pm
Forum: General discussion
Topic: Biters .Are they natives of the planet ?
Replies: 8
Views: 3656

Re: Biters .Are they natives of the planet ?

Light wrote:
Mon Jul 01, 2019 8:18 am
We have insects here on Earth that look very otherworldly as well.
dont forget the freaky fish
https://news.nationalgeographic.com/new ... vironment/
by HurkWurk
Mon Jul 01, 2019 5:16 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 25735

Re: Friday Facts #301 - Crash site: First state

rseding i love that you love to fix bugs, and im sure alot of folks here appreciate it as well, keep up the good work! so. much. this. I cant tell you how many games i have played by people that loved creating the games, but had no one to help them debug and optimize, so they floundered. every time...
by HurkWurk
Tue Jun 18, 2019 7:32 pm
Forum: General discussion
Topic: Understanding pipe capacity - important for large scale refineries
Replies: 12
Views: 26240

Re: Understanding pipe capacity - important for large scale refineries

whats not in that table is pipe to pump. this is the part i have the most issues with. do inline pumps help? whats the math for it?
by HurkWurk
Tue Jun 18, 2019 5:19 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 25770

Re: Friday Facts #299 - Everything is more complex than expected

So just to get that straight... You're saying a train can enter a block that it has reserved itself? So that would mean that if Block 2 in the example would be accessible to the train by a long right-turn it would be possible for the train (provided it is long enough) to bite it's own tail? To me i...
by HurkWurk
Sat Jun 08, 2019 5:16 pm
Forum: Not a bug
Topic: [0.17.38] Items disappear when picking up assembling machine
Replies: 17
Views: 5806

Re: [0.17.38] Items disappear when picking up assembling machine

one of my favorite quotes from Legion: "you ever try to unmake soup?"
by HurkWurk
Sat Jun 08, 2019 4:54 pm
Forum: Releases
Topic: Version 0.17.46
Replies: 11
Views: 9801

Re: Version 0.17.46

The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor. This isnt working for oil. I'd also like to see the per tile value. (ie whats under my cursor show on the right like it used to) oil still paints faster if you use a larger brush per spot, ...
by HurkWurk
Thu May 02, 2019 10:46 pm
Forum: Minor issues
Topic: [0.17.35]minor issue, robot charging sparks layer under trees
Replies: 0
Views: 745

[0.17.35]minor issue, robot charging sparks layer under trees

if you are in a forest, robots fly over the trees, but when they are charging, the sparks that show they are charging are drawn under the trees instead of over them with the robots.
by HurkWurk
Tue Apr 30, 2019 1:05 am
Forum: General discussion
Topic: Implementation of experimental elements in the stable version "Research ". n .
Replies: 3
Views: 1766

Re: Implementation of experimental elements in the stable version "Research ". n .

Could not a game component like research formulas be migrated to the stable version of the game ? With mod adjustment to the change ? That's exactly what they are doing, but each change is not modular or self contained, so when 17 becomes stable you get it all at once. That way they don't have to r...
by HurkWurk
Tue Apr 30, 2019 12:54 am
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 5950

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

I'm happy with the current method. If you are trying to load a single car with lots of different things, learn to chain several stations together in a short space to load the one train car. A train does not have to clear it's current station to stop at another, so you can have stations engines + car...
by HurkWurk
Mon Apr 29, 2019 8:33 pm
Forum: General discussion
Topic: When do YOU give up and start fresh?
Replies: 33
Views: 16086

Re: When do YOU give up and start fresh?

I restart when I make significant mod changes.

Also restart when I get bored.

I play on custom made maps, so each is different in point and theme. Been trying to work with trains and main bus, I normally do spaghetti
by HurkWurk
Mon Apr 29, 2019 8:16 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 130888

Re: [0.17] Please post bugs and balance issues here.

I don't know enough about the works to say. I also need to let this run for about an hour and check again to make sure it's not residual heat. I was testing with it for about ~5 min at a shot, but read some place else that someone had nuclear take about 20 min to settle. EDIT: i let it settle over t...
by HurkWurk
Mon Apr 29, 2019 5:42 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 130888

Re: [0.17] Please post bugs and balance issues here.

possible bug, or me not understanding bob's power: 0.17.34, bobs power 0.17.4 doing a nuclear setup, with 2x10 reactors. this should net me 40mw x3 x4 = 480mw from the 4 end reactors, and 40mw x4 x16 = 2,560mw for the 16 middle reactors, total 3,040mw. Heat Exchanger MK3 consume 18mw. 3040/18 = 168....

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