Search found 9 matches

by l1ng0
Sun Mar 10, 2019 5:35 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
Replies: 10
Views: 976

Re: [0.17.3] player.get_active_quick_bar_page is strange

Personally I couldn't get any obvious reaction to the set... calls, when using them in the console. No updates at all. Also, as noted, set requires a 1-based argument, but get returns 0-based. (just confirming same behaviour) I had a mod I was working on for .16 that I'd like to now finish for .17, ...
by l1ng0
Fri Mar 01, 2019 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.0] Graphics messed up
Replies: 10
Views: 936

Re: [posila] [0.17.0] Graphics messed up

You must all be working at top speed. Fantastic work on solving the bugs, but most of all on a huge new release with great new look and features.
Awesome!
by l1ng0
Wed Feb 27, 2019 11:11 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17] Background tiles 'dirty'/increase saturation when moving on 16bit mode.
Replies: 1
Views: 597

[posila] [0.17] Background tiles 'dirty'/increase saturation when moving on 16bit mode.

This only seems to happen on 16bit rendering. As you move, the ground tiles appear to increase saturation, or become 'dirty' like a bad multiple exposure. This affects some types of ground more than others. Going to map and back again clears the 'dirty' tiles. It looks like all tile-drawing has a ki...
by l1ng0
Wed Feb 27, 2019 11:29 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.0] Graphics messed up
Replies: 10
Views: 936

Re: [posila] [0.17.0] Graphics messed up

For me there stays a remaining graphic issue, where while walking colors seem to oversaturate and some fine vertical black lines appear. Screenshot from 2019-02-27 11-33-37.png You can remove the artifacts by zooming in and out. I had the same issue as this one. I found it only happens on 16bit ren...
by l1ng0
Thu Jan 10, 2019 12:38 am
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 43
Views: 2958

Auto-focus numeric-input elements in GUI

Please auto-focus numeric-input elements in the GUI I find myself using far more clicks than I would like to with the GUIs. This is particularly true for the circuit GUIs. I would love it if you can make the numeric-input controls auto-focus for the arithmetic and comparison combinators. (potato-qua...
by l1ng0
Thu Sep 06, 2018 1:59 pm
Forum: 1 / 0 magic
Topic: [0.16.51][linux] Crash changing train station name
Replies: 4
Views: 722

Re: [0.16.51][linux] Crash changing train station name

Sorry didn't see the option.
I can attach the save too, if needed (16MiB).

Here is the crash dump:
by l1ng0
Thu Sep 06, 2018 12:42 pm
Forum: 1 / 0 magic
Topic: [0.16.51][linux] Crash changing train station name
Replies: 4
Views: 722

[0.16.51][linux] Crash changing train station name

Factorio 0.16.51 (build 36654, linux64, steam) No mods enabled. I've had this before rarely, but this is the first time I report. I was changing a train station name, and the game froze as it usually does temporarily when an autosave is about to occur (16.93MiB save). However, instead of resuming, f...
by l1ng0
Sat Jul 07, 2018 11:56 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 61804

Re: Friday Facts #191 - Gui improvements

My only comment on GUI improvements would be keyboard handling within the GUI. For example, prefocusing inputfields and allowing for the use of tab to switch focus. The current situation to configure a circuit condition involves a lot of excess clicking. E.g. Click combinator, click condition box, c...

Go to advanced search