Search found 8 matches

by Moleculor
Wed Oct 26, 2022 6:34 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.70] Audio imbalances, EVERYWHERE
Replies: 9
Views: 4368

Re: [Donion] [1.1.70] Audio imbalances, EVERYWHERE

I'm quite shocked to hear PUN INTENDED that the audio is all recorded in stereo, as I remember trying to track down a positional audio bug (I think in a Minecraft mod) where it turned out that positional audio just flat out did not work unless the audio was mono. Which makes sense, considering. I te...
by Moleculor
Wed Oct 26, 2022 1:58 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.70] Audio imbalances, EVERYWHERE
Replies: 9
Views: 4368

Re: [Donion] [1.1.70] Audio imbalances, EVERYWHERE

I can do that, and even better. Everything I reported/recorded above was on my ASUS Xonar DG . If I switch away from my Xonar DG and plug my headphones into my on-board audio (Realtek ALC1150, I believe? On this motherboard ), it asks me what device I just plugged in. If I tell it Headphones, then s...
by Moleculor
Mon Oct 24, 2022 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.70] Audio imbalances, EVERYWHERE
Replies: 9
Views: 4368

[Donion] [1.1.70] Audio imbalances, EVERYWHERE

I've always been... perturbed? by the slight audio imbalances in Factorio, but ignored them. But they grate. Oh, how they grate on my ears ! And the recent acknowledgement of a wildly bad example of the audio imbalance has me feeling encouraged that there might be hope for fixing the other audio imb...
by Moleculor
Mon Oct 24, 2022 4:01 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [1.1.70] Audio of firing Flamethrower Turret only comes from right side in stereo/headphones.
Replies: 1
Views: 1988

[Donion] [1.1.70] Audio of firing Flamethrower Turret only comes from right side in stereo/headphones.

1. Be near-ish a Flamethrower Turret that is about to fire. 2. Be sure the Flamethrower Turret is to your character's left . 3. Be wearing headphones. 4. Listen to the Flamethrower's "click-whooorrrrrrsh" as it engages it's stream of flaming hot crude oil. 5. Notice that the sound is comin...
by Moleculor
Mon Feb 24, 2020 2:08 am
Forum: Not a bug
Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
Replies: 8
Views: 1950

Re: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?

maybe it switched from 24k to 23k in the moment you switch between the tank and combinator? You mean the five times I switched between them? (And just now, when I go look at them again in game?) The UI rounds symmetrical while signals are rounded down, so this is working correctly. I'm not even sur...
by Moleculor
Sun Feb 23, 2020 5:05 am
Forum: Not a bug
Topic: [0.18.8] Mismatch in fluid tank signal value and fluid tank contents?
Replies: 8
Views: 1950

[0.18.8] Mismatch in fluid tank signal value and fluid tank contents?

There's 24k listed in the contents of this Heavy Oil fluid tank.

The signal it's outputting is showing on the Decider Combinator as 23k.

I can't tell if it's a display/UI bug, or what, but it's weird enough that I thought I'd mention it.

by Moleculor
Fri Apr 28, 2017 9:06 pm
Forum: Duplicates
Topic: [0.15.2/0.15.3] 1% of science pack lost.
Replies: 3
Views: 1413

Re: [0.15.2/0.15.3] 1% of science pack lost.

This is a known issue with science pack consumption. It uses floating point numbers and there's only so much precision resulting in very small inaccuracies over the course of different researches. You'll just need to craft an extra science pack every few thousand consumed. Is it expected after only...
by Moleculor
Fri Apr 28, 2017 8:21 pm
Forum: Duplicates
Topic: [0.15.2/0.15.3] 1% of science pack lost.
Replies: 3
Views: 1413

[0.15.2/0.15.3] 1% of science pack lost.

I'm not sure when or how it happened, whether it was a consequence of the map starting in 15.2 and being opened in 15.3, or some other weirdness, but I'm now at a point where basically the game has 'lost' 1% of a red science pack somewhere. I'm playing a Lazy game, where I've gone out of my way to o...

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