Search found 14 matches

by aedificatori
Sat Nov 09, 2024 6:03 pm
Forum: Assigned
Topic: [raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
Replies: 3
Views: 262

Re: [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values

This issue has persisted into 2.0.16, but I have some updates. This seems to be an issue with the Steam version of the game. The standalone version does not exhibit these slowdowns. Additionally, on the Steam version of 2.0.16 on Linux, even with Wait for VSync disabled there is an erratic per-frame...
by aedificatori
Fri Nov 01, 2024 2:01 pm
Forum: Assigned
Topic: [raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
Replies: 3
Views: 262

Re: [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values

An update -- turning off "Wait for VSync" caused the slowdowns to stop occurring. Still not sure why it suddenly started happening, and why it only occurs with VSync on + mouse movements, but wanted to share this info. [Edit]: To be absolutely specific: in a new play session today I did se...
by aedificatori
Fri Nov 01, 2024 4:44 am
Forum: Assigned
Topic: [raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
Replies: 3
Views: 262

[raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values

After updating to 2.0.13, I started experiencing slowdowns when moving my cursor around the screen, specifically to 30 FPS and/or 30 UPS. It does not happen every time I move my cursor, but it happens sufficiently consistently that I was able to record screen capture of it occurring multiple times. ...
by aedificatori
Sun Jun 09, 2019 4:47 am
Forum: Duplicates
Topic: [0.17.47] Walls not disconnecting from water after landfill
Replies: 2
Views: 1061

Re: [0.17.47] Walls not disconnecting from water after landfill

Whoops, my bad. Sorry about that, I didn't look back far enough.
by aedificatori
Sat Jun 08, 2019 9:34 pm
Forum: Duplicates
Topic: [0.17.47] Walls not disconnecting from water after landfill
Replies: 2
Views: 1061

[0.17.47] Walls not disconnecting from water after landfill

If you build a wall next to water, then add landfill next to the wall, the wall maintains the connected-to-water state and graphic. Even if you build a second wall next to the first and then remove the second wall, the issue persists. In the attached screenshot, from top to bottom, I show the usual ...
by aedificatori
Sat Apr 27, 2019 3:52 pm
Forum: Pending
Topic: [0.17.34] Temporary hang during autosave when using train color picker
Replies: 5
Views: 1886

[0.17.34] Temporary hang during autosave when using train color picker

I was fiddling with the green slider in the train GUI color picker when an autosave triggered. The seeming conflict between the moving slider and the autosave caused the game to freeze for about thirty seconds before resuming normal play, albeit having closed out of the train GUI. I have not yet had...
by aedificatori
Sat Mar 23, 2019 6:35 pm
Forum: Won't fix.
Topic: [0.17.17] Incorrect Item Layering on Right-Facing Belts
Replies: 2
Views: 1287

Re: [0.17.17] Incorrect Item Layering on Right-Facing Belts

I checked again, and this occurs for "up-to-right" transitions and "down-to-left" transitions, visible in the upper left and lower right corners of this screenshot, respectively. In the former case, this is represented by an item being underneath both of its neighbors, and in the...
by aedificatori
Sat Mar 23, 2019 5:58 am
Forum: Won't fix.
Topic: [0.17.17] Incorrect Item Layering on Right-Facing Belts
Replies: 2
Views: 1287

[0.17.17] Incorrect Item Layering on Right-Facing Belts

Working on my factory, I noticed that items exiting a belt curving from "up" to "right" would suddenly render differently and sit on top of previous items on the belt, with the change occurring at the point indicated in the screenshot. This does not occur for all rotations, and t...
by aedificatori
Wed Dec 12, 2018 5:53 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Splitter graphic displays over further-forward underground
Replies: 1
Views: 1293

[0.16.51] Splitter graphic displays over further-forward underground

Hi there, I have a minor graphical bug that I wanted to report on the slim chance that it hadn't been picked up (though I give it ~95% chance I'm waaay late on this one). In this case, the sprite of a splitter sits on top of the underground sprite when directly behind an underground, as shown. Scree...
by aedificatori
Fri May 25, 2018 7:03 pm
Forum: Not a bug
Topic: [0.16.43] Weird Belt behaviour
Replies: 2
Views: 1455

Re: [0.16.43] Non-Deterministic Belt behaviour

This looks like it has to do with variations in the engineer's hitbox due to manual placement, rather than any sort of non-determinism with the belts.
by aedificatori
Mon Mar 19, 2018 10:44 pm
Forum: Duplicates
Topic: [0.16.31] Oil refinery connections reversed
Replies: 3
Views: 1711

Re: [0.16.31] Oil refinery connections reversed

This was a side-effect of the change "Ingredients in recipes are automatically sorted."
by aedificatori
Mon Mar 19, 2018 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [16.31] Oil Refinery
Replies: 5
Views: 2517

Re: [Version: 0.16.31] Oil Refinery

This was a side-effect of the change "Ingredients in recipes are automatically sorted."
by aedificatori
Mon Mar 19, 2018 8:09 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.31] Flickering for Wagon Indicators
Replies: 1
Views: 2428

[Rseding91] [0.16.31] Flickering for Wagon Indicators

I was working on a station when I noticed a small flicker caused by overlapping wagon indicators (the white boxes, I don't know their proper name). I first noticed the flicker in 16.30, and it persisted into 16.31. The flicker is caused by highlighting the station at left (highlighted with concrete ...
by aedificatori
Fri May 19, 2017 5:46 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 168828

Re: Friday Facts #191 - Gui improvements

Does this mean we could get multiple toolbars that we could cycle through? I could have my default toolbar, and additionally have a "Train" set, or a "Fluid" set for when I am focusing on those things. I like this idea. Seconded! And depending on how the game needs to be balance...

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