Search found 20 matches
- Thu Nov 07, 2024 11:09 pm
- Forum: Implemented Suggestions
- Topic: High-DPI enhancements
- Replies: 7
- Views: 2614
Re: High-DPI enhancements
For what it's worth, this has been resolved in 2.0 by exposing separate options for "Manual (pixels)" and "Manual (points)" scaling. Mac users should use "Manual (points)".
- Thu Nov 07, 2024 11:06 pm
- Forum: Not a bug
- Topic: Missing and incorrect open/close sound effects (very minor)
- Replies: 1
- Views: 322
Missing and incorrect open/close sound effects (very minor)
The following entities have no open/close sounds at all, and should probably have one:
The cargo landing pad and space platform hub.
Display panels.
The recycler.
Tesla turrets.
The following entities are using generic open/close sounds, but could use a more specific sound:
Selector ...
The cargo landing pad and space platform hub.
Display panels.
The recycler.
Tesla turrets.
The following entities are using generic open/close sounds, but could use a more specific sound:
Selector ...
- Wed Nov 06, 2024 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.15] Weird production stats for recycling recipes
- Replies: 1
- Views: 2139
[Genhis][2.0.15] Weird production stats for recycling recipes
Running the following blueprint shows uncommon+ plates in the consumption section of production stats, even though the recycler is only consuming normal quality plates. This seems like an unintended interaction between ItemProductPrototype.ignored_by_stats, ItemProductPrototype.probability, and how ...
- Mon Nov 13, 2023 2:04 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Website link in About dialog isn't clickable
- Replies: 5
- Views: 2523
[1.1.94] Website link in About dialog isn't clickable
The "www.factorio.com" text in the About dialog is styled like a hyperlink, but it doesn't display the full URL in a tooltip when hovered over (unlike the forum link below it), and nothing happens when it is clicked.
- Fri Feb 03, 2023 10:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Graphical artefacts on MacOS with arm builds
- Replies: 11
- Views: 5911
Re: [1.1.72] Graphical artefacts on MacOS with arm builds
A very surprising update:
Changing texture compression to LOW QUALITY makes the graphical artifacts surrounding curved rails disappear.
(This makes no sense... but it's what I'm seeing. Is it possible that this setting is getting inverted somewhere?)
Changing texture compression to LOW QUALITY makes the graphical artifacts surrounding curved rails disappear.
(This makes no sense... but it's what I'm seeing. Is it possible that this setting is getting inverted somewhere?)
- Sun Dec 18, 2022 11:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Mac does not auto update to .74
- Replies: 8
- Views: 3071
Re: [1.1.72] Mac version doesn't see updates
I've already updated manually and restarted the game, so I don't have a relevant log file handy.
I did check the log file before posting this, though, and it did indicate that the game was checking for updates and not finding anything.
I did check the log file before posting this, though, and it did indicate that the game was checking for updates and not finding anything.
- Sun Dec 18, 2022 11:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Mac does not auto update to .74
- Replies: 8
- Views: 3071
[1.1.72] Mac does not auto update to .74
Checking for updates in Factorio 1.1.72 on a M1 macOS system, with experimental updates enabled, says that no new updates are available, even though 1.1.74 is available.
This occurs both while running under Rosetta and natively.
This occurs both while running under Rosetta and natively.
- Sun Dec 18, 2022 11:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Graphical artefacts on MacOS with arm builds
- Replies: 11
- Views: 5911
Re: [1.1.72] Graphical artefacts on MacOS with arm builds
This issue also occurs with video memory usage set to "all". For me, at least, it's visible as yellow backgrounds surrounding curved and diagonal rails. This is pretty subtle during gameplay, but becomes more obvious when creating blueprints, as seen below. It appears at all zoom levels.
This issue ...
This issue ...
- Sat Nov 19, 2022 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 4840
Re: Factorio in web assembly
Also I was interested in performance of WebAssembly, and it's hard to tell what would be impact on Factorio be compared to native code, but I saw there is a limit of 4 GB of memory, and it is unclear to me, if the limit is for single allocation (like you can't have an array larger than 4 GB, that ...
- Fri Oct 28, 2022 12:24 am
- Forum: Pending
- Topic: Autosaves can interrupt some targeting operations
- Replies: 4
- Views: 1729
Re: Autosaves can interrupt some targeting operations
Interesting -- now that you mention it, I can't seem to reproduce that in a test map. I've definitely had something weird happen to click-and-drag operations during autosaves, though, and I'll try to get more details the next time it happens.
The other two should be reproducible, though.
UPDATE ...
The other two should be reproducible, though.
UPDATE ...
- Thu Oct 27, 2022 8:30 pm
- Forum: Pending
- Topic: Autosaves can interrupt some targeting operations
- Replies: 4
- Views: 1729
Autosaves can interrupt some targeting operations
If an autosave occurs while the user is in the middle of using a tool that involves selecting or targeting a location, that tool can behave in unexpected ways.
Specific examples I'm aware of include:
If an autosave occurs while the user is dragging a tool which selects an area (like creating a ...
Specific examples I'm aware of include:
If an autosave occurs while the user is dragging a tool which selects an area (like creating a ...
- Thu Oct 27, 2022 8:09 pm
- Forum: Minor issues
- Topic: Rich text captures clicks which closed dialogs
- Replies: 1
- Views: 1139
Rich text captures clicks which closed dialogs
Summary: If the user clicks a UI element in a dialog which closes the dialog, and a message in the chat history contains rich text which is under where the user clicked, the game will behave as if the user had clicked that rich text.
Here's a somewhat contrived test case:
Open your inventory ...
Here's a somewhat contrived test case:
Open your inventory ...
- Sun Nov 28, 2021 2:36 am
- Forum: Implemented Suggestions
- Topic: High-DPI enhancements
- Replies: 7
- Views: 2614
Re: High-DPI enhancements
Hm. I think I don’t have such a big screen, so I have problems to imagine that: wouldn’t that be kind of cheating in multiplayer?
This isn't about large screens. It's about high-resolution screens, like the 2880x1800 (1440x900 x2) display on some MacBook Pro laptops. The general goal of these ...
- Sat Nov 27, 2021 1:08 am
- Forum: Implemented Suggestions
- Topic: High-DPI enhancements
- Replies: 7
- Views: 2614
High-DPI enhancements
I've been using Factorio for a while on a high-DPI system, and I've noticed a few weird quirks. Some of these are a matter of opinion; some are borderline bugs. Without further ado:
UI scale is not relative to the DPI scale. If the UI scale is not set to "automatic", then the game UI will be ...
UI scale is not relative to the DPI scale. If the UI scale is not set to "automatic", then the game UI will be ...
- Tue Nov 23, 2021 10:42 pm
- Forum: Won't fix.
- Topic: [1.1.42, macOS] Popping noise caused by non-blocking save
- Replies: 1
- Views: 1717
[1.1.42, macOS] Popping noise caused by non-blocking save
If non-blocking-saving is enabled on macOS and the game is saved while a sound is audible, there is a momentary popping noise. Under some circumstances, the noise can be extremely loud.
This behavior first showed up when I upgraded to a new (M1) MacBook Pro with macOS 12.0. I didn't experience the ...
This behavior first showed up when I upgraded to a new (M1) MacBook Pro with macOS 12.0. I didn't experience the ...
- Tue Mar 10, 2020 6:16 pm
- Forum: Not a bug
- Topic: [0.18.12] Autosave / quickload edge case
- Replies: 1
- Views: 1026
[0.18.12] Autosave / quickload edge case
Under some circumstances, the green quickload button on the main screen will refer to an autosave which the player never explicitly interacted with.
To reproduce:
Save the game less than 5 seconds before a scheduled autosave (e.g. at 4m59s, if autosaves are set to every 5 minutes).
Load the ...
To reproduce:
Save the game less than 5 seconds before a scheduled autosave (e.g. at 4m59s, if autosaves are set to every 5 minutes).
Load the ...
- Thu Aug 16, 2018 3:11 am
- Forum: Pending
- Topic: [0.16.51] High CPU usage while paused
- Replies: 9
- Views: 4404
Re: [0.16.51] High CPU usage while paused
Here's a typical screenshot. CPU usage in this state is roughly 25%.
- Wed Aug 15, 2018 4:56 pm
- Forum: Pending
- Topic: [0.16.51] High CPU usage while paused
- Replies: 9
- Views: 4404
Re: [0.16.51] High CPU usage while paused
Minimizing the window doesn't seem to have any effect either. I see similar CPU usage with the window minimized or hidden.posila wrote:The game stops redrawing only if you minimaze its window.
- Wed Aug 15, 2018 7:48 am
- Forum: Pending
- Topic: [0.16.51] High CPU usage while paused
- Replies: 9
- Views: 4404
Re: [0.16.51] High CPU usage while paused
Whoops -- I'm actually on 0.16.51; the version on the app bundle was just out of date somehow.
- Wed Aug 15, 2018 6:20 am
- Forum: Pending
- Topic: [0.16.51] High CPU usage while paused
- Replies: 9
- Views: 4404
[0.16.51] High CPU usage while paused
Factorio uses a pretty significant amount of CPU time while inactive in the background, e.g. while no game is loaded, or in single-player mode with the pause menu or technology screen up. As best I can tell, this is because the game always redraws the screen at 60 fps, regardless of whether that's ...