Search found 17 matches

by SteveMacGyver
Mon Mar 31, 2025 7:53 pm
Forum: Not a bug
Topic: [2.0.43] music unexpectedly continues playing when on science selection screen
Replies: 3
Views: 338

[2.0.43] music unexpectedly continues playing when on science selection screen

While on Aquilo (for sure) and on a space platform (potentially), if I open the science screen, normally I'd expect the ingame music to stop playing. It however continues to play. (I say potentially on space platform because I am currently working on the new base on aquilo so I havent left the ...
by SteveMacGyver
Fri Jan 12, 2024 3:32 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 98168

Re: Friday Facts #393 - Putting things on top of other things





I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way.


Because the GIF is only 24fps or less, I suppose? It's skipping half the frames, and items are jumping much further than they should ...
by SteveMacGyver
Fri Jan 12, 2024 3:23 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 98168

Re: Friday Facts #393 - Putting things on top of other things



I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way.


Because the GIF is only 24fps or less, I suppose? It's skipping half the frames, and items are jumping much further than they should.

And ...
by SteveMacGyver
Fri Jan 12, 2024 3:16 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 98168

Re: Friday Facts #393 - Putting things on top of other things

I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way.
Even with the coloring trick applied, it is something I'd actively avoid in the factory due to the graphics if it remains like this.
The screens I ...
by SteveMacGyver
Sat Nov 20, 2021 10:20 am
Forum: Logistic Train Network
Topic: Rich Text in LTN stops?
Replies: 22
Views: 12925

Re: Rich Text in LTN stops?


Since I cant find my post about converting tags in console anymore here it is again:


/c
local stops = game.surfaces["nauvis"].find_entities_filtered{type="train-stop"}
for _, stop in pairs(stops) do
stop.backer_name = string.gsub(stop.backer_name, "item=", "img=item/")
stop.backer_name = string ...
by SteveMacGyver
Thu Nov 18, 2021 10:15 pm
Forum: Logistic Train Network
Topic: Rich Text in LTN stops?
Replies: 22
Views: 12925

Log messages containing icons show both the icon and the icondescription

When displaying log messages, a station name containing an icon will show both the icon and the name of the icon in the notification.
If at all possible, it would be prettier if only the icon could be displayed.
An example of this is the following screencap:
Screenshot_000065.png
Screenshot_000065.png (226.56 KiB) Viewed 8530 times
by SteveMacGyver
Sat Mar 06, 2021 12:08 pm
Forum: Pending
Topic: [1.1.26] Item in hand when game was saved is lost
Replies: 1
Views: 1238

[1.1.26] Item in hand when game was saved is lost

So I was running around with my spidertron killing aliens with the remote in my hand and some rockets in the other, when all of a sudden I make a mistake, died and reloaded my latest autosave.
The spidertron remote I had in my hand is no longer with me, and because I am sure that I didn't drop it or ...
by SteveMacGyver
Sun Feb 07, 2021 12:06 am
Forum: Minor issues
Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
Replies: 7
Views: 3830

Re: [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork

Thanks for the tip, ptx0.
It is unfortunate, but understandable after final release, even though I think that after all the logic and intelligence that went into coding this in, it is a shame that the functionality would be classed as unimportant, out of scope or otherwise ignored, as this is in my ...
by SteveMacGyver
Sat Feb 06, 2021 4:54 pm
Forum: Minor issues
Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
Replies: 7
Views: 3830

[kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork

Dear Factorio Staff
Thank you very much for the great work that went into getting the game out.
Recent addition of the auto underground built functionality is extremely useful.
This, combined with the information on the "belt system" which allows for multithreading, should enable the engine to know ...
by SteveMacGyver
Tue Oct 02, 2018 3:15 pm
Forum: Ideas and Suggestions
Topic: circuit network connector for hidden loader entity basegame missing
Replies: 10
Views: 5843

Re: circuit network connector for hidden loader entity basegame missing


But really I think the overall point I'm trying to make here is that there doesn't seem to be any *reason* for some things to be wireable and some not to be other than "we like the way it makes players have to build interesting solutions." That's fair enough as it goes, but why *here* and not ...
by SteveMacGyver
Thu Sep 27, 2018 8:09 pm
Forum: Ideas and Suggestions
Topic: circuit network connector for hidden loader entity basegame missing
Replies: 10
Views: 5843

Re: circuit network connector for hidden loader entity basegame missing


Since when do we live in a manual world :o
Not sure about myself, but you're living there since the moment you enabled game functionality that wasn't in active development for many years, ne? :-)


You do of course have a point, but since the base objects are still in the game, shouldn't they ...
by SteveMacGyver
Thu Sep 27, 2018 4:40 am
Forum: Ideas and Suggestions
Topic: circuit network connector for hidden loader entity basegame missing
Replies: 10
Views: 5843

Re: circuit network connector for hidden loader entity basegame missing

Then why do they contain filters, if you cannot set them?
by SteveMacGyver
Wed Sep 26, 2018 4:55 pm
Forum: Ideas and Suggestions
Topic: circuit network connector for hidden loader entity basegame missing
Replies: 10
Views: 5843

circuit network connector for hidden loader entity basegame missing

Dear Factorio Devs

Recently I discovered the existance of the loader objects via the loaders mod.

After some further investigation, I learned these are actually existing game objects that are hidden in the base game.

I would be extremely grateful if these loaders - even though they are deemed ...
by SteveMacGyver
Sat Dec 16, 2017 2:27 pm
Forum: Duplicates
Topic: 0.16.x MacOS Max Zoom lag issues
Replies: 4
Views: 2071

Re: 0.16.x MacOS Max Zoom lag issues

oh wow thats such a shame, to have an almost 5k display ut normal res sprites....
anyhow, thanks for the clarification!
by SteveMacGyver
Sat Dec 16, 2017 1:53 pm
Forum: Duplicates
Topic: 0.16.x MacOS Max Zoom lag issues
Replies: 4
Views: 2071

Re: 0.16.x MacOS Max Zoom lag issues

got the 6 most recent logfiles
need more? then i look further back into my backups

thanks!
by SteveMacGyver
Sat Dec 16, 2017 1:07 pm
Forum: Duplicates
Topic: 0.16.x MacOS Max Zoom lag issues
Replies: 4
Views: 2071

0.16.x MacOS Max Zoom lag issues

Dear all,

On MacOS High Sierra, MacBook Pro 15" Touch Bar late 2016, running a savegame (with mods) on farthest zoom level, the amount of lag significantly increases to a point the game is no longer playable.

Included my currect savegame.
If anything else is needed, please ask, I am filling to ...

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