Also affects me, 2560x1440. Seems like its non-16:9 aspect ratios that have the issue.
Search found 19 matches
- Fri Mar 01, 2019 4:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Map preview too wide
- Replies: 9
- Views: 6027
- Sat Nov 12, 2016 10:25 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 119225
Re: Friday Facts #164 - Nuclear power
Isn't this Factorio? Why can't I just dump the radioactive water back into the lake to cool it down?
On the other hand, maybe that just turns the entire lake into a pollution source and pisses off the biters living around it, and then we end up with super mutant biters attacking... Sounds awesome!
On the other hand, maybe that just turns the entire lake into a pollution source and pisses off the biters living around it, and then we end up with super mutant biters attacking... Sounds awesome!
- Fri Aug 26, 2016 6:00 pm
- Forum: Releases
- Topic: Version 0.14.0
- Replies: 58
- Views: 63640
Re: Version 0.14.0
I had an idea awhile back about modules in vehicles[0], this is going to be awesome! I also articulated in that idea that factory and equipment modules could be combined. There's no real reason for the exoskeleton equipment module if we could just load a speed module in instead. Some of them might n...
- Fri Jan 29, 2016 9:06 pm
- Forum: News
- Topic: Friday Facts #123 - Better circuit network (Part 2)
- Replies: 102
- Views: 78766
Re: Friday Facts #123 - Better circuit network (Part 2)
Removing the "smart" from smart chests and making it a separate item is a great idea. I expanded on that a bit further in an idea I submitted awhile ago https://forums.factorio.com/forum/viewtopic.php?f=6&t=17564 . Instead of having special requester/provider chests, you could have che...
- Wed Nov 04, 2015 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Combine factory and personal modules
- Replies: 1
- Views: 5378
Combine factory and personal modules
In my RSO + Marathon map, I frequently need to reload my FARL with more rails and signals, and unload the collected wood. I have a second car with laser turrets and walls and ammo and fuel for the tank. I'd like to automate this, so I set up a depot in my main base with requester chests that load th...
- Sat Jul 18, 2015 3:29 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 197946
Re: [0.12.x] RSO Alpha
Ok so `game.forces.player.chart_all()` reveals a medium-sized portion of the map. `game.forces.player.chart({left_top = {x = -1024, y = -1024}, right_bottom = {x = 1024, y = 1024}})` returns with "bad argument #0 to 'chart' (Wrong number of arguments)". It looks like `chart()` now expects ...
- Sat Jul 18, 2015 2:50 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 197946
Re: [0.12.x] RSO Alpha
The "chart a huge area" cheat (https://forums.factorio.com/forum/viewtopic.php?f=14&t=4761&p=44184#p44184) doesn't seem to be working any more in 0.12. Anyone know how to do that now? The changelog mentions "Added LuaChart::chart_all (charts all the generated parts of the map)...
- Thu Jan 22, 2015 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: Segfault on OSX 0.11.13
- Replies: 2
- Views: 1701
Re: Segfault on OSX 0.11.13
Here's a zip of my mods directory. I was able to work around the segfault but loading the previous autosave and going from there, so something must have just gotten in a weird state. https://dl.dropboxusercontent.com/u/293543/mods.zip I'm not sure what the non-standard character is about, maybe the ...
- Tue Jan 20, 2015 4:54 am
- Forum: Resolved Problems and Bugs
- Topic: Segfault on OSX 0.11.13
- Replies: 2
- Views: 1701
Segfault on OSX 0.11.13
I'm getting a segmentation fault in the latest 0.11.13 on OSX Yosemite. 531653.423516 Info Logger.cpp:149: 2015-01-19 21:42:40; Factorio 0.11.13 (Build 13133, mac) 531653.423556 Info Logger.cpp:153: Operating system: Mac OS X 10.10.1 531653.423564 Info Paths.cpp:202: Read data path: /Applications/fa...
- Sun Jan 18, 2015 6:06 pm
- Forum: Mods
- Topic: [0.11.x] Marathon Mod
- Replies: 45
- Views: 57164
Re: [0.11.x] Marathon Mod
I'm using it with the RSO mod, so there's fewer resource patches, but they're much larger and richer. Here's my base at 10 hours in: https://www.dropbox.com/s/73gks4wnajkzs8p/2015-01-18%20at%2010.54%20AM.png?raw=1 My starting area had very little coal, so I had to expand slowly and carefully to make...
- Sun Jan 18, 2015 3:22 am
- Forum: Mods
- Topic: [0.11.x] Marathon Mod
- Replies: 45
- Views: 57164
Re: [0.11.x] Marathon Mod
This mod is great, loving it so far. One problem: I'm trying to expand my power generation, and wanted to automate the production of steam engines so they can be made while I'm doing other things. The mod currently requires 100 pipes to make a steam engine, but they only stack in groups of 50, so th...
- Tue Dec 16, 2014 9:20 pm
- Forum: Technical Help
- Topic: Lagging on Yosemite
- Replies: 5
- Views: 6555
Re: Lagging on Yosemite
FWIW, this was an upgrade install to Yosemite, and I was noticing other weird performance issues, so I did a clean install last night. Factorio seems fine now, so it must have been a botched upgrade somehow.
Thanks!
Thanks!
- Fri Dec 12, 2014 4:04 pm
- Forum: Technical Help
- Topic: Lagging on Yosemite
- Replies: 5
- Views: 6555
Re: Lagging on Yosemite
Thanks cube!
Here's a screenshot from a empty map:
https://dl.dropboxusercontent.com/s/8fl ... M.png?dl=0
And here's one from my large base:
https://dl.dropboxusercontent.com/s/zch ... M.png?dl=0
Here's a screenshot from a empty map:
https://dl.dropboxusercontent.com/s/8fl ... M.png?dl=0
And here's one from my large base:
https://dl.dropboxusercontent.com/s/zch ... M.png?dl=0
- Fri Dec 12, 2014 4:11 am
- Forum: Technical Help
- Topic: Lagging on Yosemite
- Replies: 5
- Views: 6555
Lagging on Yosemite
I recently upgraded my MBP Retina from Mavericks to Yosemite. The game (0.11.3 and previous versions) was running just fine, I have a huge factory with lots of bots and trains and there were no problems. When I tried to run the game under Yosemite though, it is extremely laggy. About once a second i...
- Tue Nov 18, 2014 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 15633
Avatar Teleporter
I've been using the RSO mod (which is awesome BTW) so I have a bunch of remote mining outposts. Frequently, there's issues at each outpost with trains or miners or biters, and I need to go investigate. This either means I have to wait for the next train to take me there, or walk (or drive the car, b...
- Fri Nov 14, 2014 4:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.2] Attaching a wagon to a locomotive crashes the game
- Replies: 6
- Views: 2622
Re: [0.11.2] Attaching a wagon to a locomotive crashes the g
I also have this problem on OSX. 2 crashes to desktop with no error message when trying to place the train, and the third time while I had the cargo wagon "held" in my cursor before I even closed my inventory and the game hard-locked and I had to force quit.
- Mon Nov 03, 2014 6:01 am
- Forum: Mods
- Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
- Replies: 105
- Views: 126007
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.0
I get the same "concatenate a table" error as Boogieman 14.
- Fri Sep 12, 2014 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.10] OSX hotbar keyboard shortcuts stopped working
- Replies: 3
- Views: 4327
Re: [0.10.10] OSX hotbar keyboard shortcuts stopped working
I just downloaded 0.10.9, and the keys are working fine there, so its a regression from 0.10.9 -> 0.10.10.
- Fri Sep 12, 2014 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.10] OSX hotbar keyboard shortcuts stopped working
- Replies: 3
- Views: 4327
[0.10.10] OSX hotbar keyboard shortcuts stopped working
I upgraded from 0.10.4 to 0.10.10, loaded up my saved game, and noticed the hotbar keyboard shortcuts (1,2,3,4,5,shift-1,...) are no longer working. Other keys are (Q, E). I went into the configure controls dialog and was able to re-bind the keys to the same numbers. I started a new game, and the ke...