A blueprint that I have in my inventory
An identical blueprint that I do not have in my inventory (set the filter from the blueprint library)
The amount of text seems to determine the vertical space for the preview, which in turn determines the width of the tooltip, which then may or may not ...
Search found 10 matches
- Mon Apr 08, 2019 6:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.25] Blueprint missing some ingredients in tooltip (tooltip item layout wrong depending on UI scaling)
- Replies: 6
- Views: 3771
- Sun Apr 07, 2019 10:40 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.25] Blueprint missing some ingredients in tooltip (tooltip item layout wrong depending on UI scaling)
- Replies: 6
- Views: 3771
Re: [0.17.25] Blueprint missing some ingredients in tooltip
Is your UI scaling set to 125%?
Yes, indeed (it was set to automatic, but that seems to boil down to 125% at my resolution (2560x1440 (technically 2556x1401 because windowed))
Seems that starting at 150%, all items show up, and at 175% it looks the best
75% - some items missing, overflows the ...
- Sun Apr 07, 2019 9:28 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.25] Blueprint missing some ingredients in tooltip (tooltip item layout wrong depending on UI scaling)
- Replies: 6
- Views: 3771
[kovarex] [0.17.25] Blueprint missing some ingredients in tooltip (tooltip item layout wrong depending on UI scaling)
I noticed that some ingredients in a blueprint of mine are not listed in the "Total:"-part of the tooltip that opens when hovering over the blueprint. Noticed while setting up a couple requester chests to provide me with the ingredients to build that exact blueprint.
Here's the blueprint in ...
Here's the blueprint in ...
- Thu Mar 14, 2019 9:58 pm
- Forum: Pending
- Topic: [0.17.4] Inserter not working until manipulated (Savegame attached)
- Replies: 3
- Views: 1758
Re: [0.17.4] Inserter not working until manipulated (Savegame attached)
I might have, requires some more testing though. I'll report back on monday.
- Sun Mar 10, 2019 6:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Process name in linux is "Main"
- Replies: 1
- Views: 3582
[0.17.x] Process name in linux is "Main"
In 'top', the name of the factorio process is "Main". This leads to pgrep not working. In 'ps', it's the path to the binary (which seems okay to me)
consider:
$ ps auxww | grep factorio
fstd 21028 43.6 57.0 11913472 9337328 pts/26 RLl+ Mar09 784:27 ./bin/x64/factorio
$ pgrep -l factorio
$ pgrep -l ...
consider:
$ ps auxww | grep factorio
fstd 21028 43.6 57.0 11913472 9337328 pts/26 RLl+ Mar09 784:27 ./bin/x64/factorio
$ pgrep -l factorio
$ pgrep -l ...
- Sun Mar 03, 2019 4:40 pm
- Forum: Pending
- Topic: [0.17.4] Inserter not working until manipulated (Savegame attached)
- Replies: 3
- Views: 1758
[0.17.4] Inserter not working until manipulated (Savegame attached)
Attached 0.17.4 savegame has a fast inserter at (-106, -27) that does not extract plastic from a chem plant even though it could.
Rotating the inserter and rotating it back into its original orientation causes it to start working.
Rotating the inserter and rotating it back into its original orientation causes it to start working.
- Tue Oct 02, 2018 10:21 am
- Forum: Minor issues
- Topic: Game slows down tremendously when screen blanks (DPMS) on Linux
- Replies: 3
- Views: 1826
Re: Game slows down tremendously when screen blanks (DPMS) on Linux
Does debian slow down the processor when screen blanking is on?
I'm not sure, but I'll investigate in this direction
Other than that, since it can only happen when you let the game run idle, it's minor issue.
Factory idle != user idle -- I can't be the only one who leaves their factory ...
- Mon Oct 01, 2018 2:59 pm
- Forum: Minor issues
- Topic: Game slows down tremendously when screen blanks (DPMS) on Linux
- Replies: 3
- Views: 1826
Game slows down tremendously when screen blanks (DPMS) on Linux
So I noticed that my factory progresses way less than it should while I'm asleep.
It turns out that once screen blanking goes active, the UPS drop to around 1/4 of the original value -- (this can be tested with a clock connected to a programmable speaker). I'd love to debug this myself, but ...
It turns out that once screen blanking goes active, the UPS drop to around 1/4 of the original value -- (this can be tested with a clock connected to a programmable speaker). I'd love to debug this myself, but ...
- Tue May 29, 2018 9:23 am
- Forum: Ideas and Suggestions
- Topic: Extra train pathing penalty for other train/same station
- Replies: 2
- Views: 1450
Extra train pathing penalty for other train/same station
I feel it would be a worthwhile enhancement if train pathing carried an extra penalty for pathing to a destination station that another train is already pathing to. Or maybe just another train with an identical schedule, I'm not sure which is better, you're the devs.
The problem this would solve is ...
The problem this would solve is ...
- Sat Apr 28, 2018 11:49 am
- Forum: Not a bug
- Topic: [kovarex] [0.16.36] create_entity locomotive direction maybe backwards
- Replies: 7
- Views: 3249
Re: [0.16.36] create_entity locomotive direction maybe backwards
I was about to report something that I suspect is the same bug.
Here's a minimal testcase to reproduce it: savegame
Instructions: There's a train stop with a single engine, add the two engines in your inventory to it by dragging, the last one (that ends up on the curved rail) will be pointed ...
Here's a minimal testcase to reproduce it: savegame
Instructions: There's a train stop with a single engine, add the two engines in your inventory to it by dragging, the last one (that ends up on the curved rail) will be pointed ...