Search found 10 matches
- Thu Nov 26, 2020 4:49 pm
- Forum: Implemented Suggestions
- Topic: ctrl or alt + mouse wheel to change tile brush size?
- Replies: 3
- Views: 1637
ctrl or alt + mouse wheel to change tile brush size?
I'm just wondering if this had been considered, and if so, why not implement it? I have this remapped in my settings and it doesn't seem to interfere with anything.
- Mon Oct 26, 2020 5:18 pm
- Forum: Technical Help
- Topic: [1.0.0][linux] Game hanging due to 'INVALID_FRAMEBUFFER_OPERATION' when opening map view
- Replies: 3
- Views: 995
Re: [1.0.0][linux] Game hanging due to 'INVALID_FRAMEBUFFER_OPERATION' when opening map view
Disabling HW acceleration in Chromium solved all issues. Should've tried that first, but it had been working fine in the past. Oh well, such is life with rolling releases.
- Mon Oct 26, 2020 5:03 pm
- Forum: Technical Help
- Topic: [1.0.0][linux] Game hanging due to 'INVALID_FRAMEBUFFER_OPERATION' when opening map view
- Replies: 3
- Views: 995
Re: [1.0.0][linux] Game hanging due to 'INVALID_FRAMEBUFFER_OPERATION' when opening map view
I'm thinking it's related to HW acceleration in Chromium and maybe a memory leak in chromium. I'll try disabling HW acceleration in chromium and then if it persists I'll lower texture quality. Forgot that I updated Arch Linux after a few months of not doing any updates.
Thanks for the quick reply.
Thanks for the quick reply.
- Mon Oct 26, 2020 4:46 pm
- Forum: Technical Help
- Topic: [1.0.0][linux] Game hanging due to 'INVALID_FRAMEBUFFER_OPERATION' when opening map view
- Replies: 3
- Views: 995
[1.0.0][linux] Game hanging due to 'INVALID_FRAMEBUFFER_OPERATION' when opening map view
I'm not sure what's causing this issue, I am using a lot of mods and it seems to happen more often if I'm using my GPU for something else. But it causes my whole system to hang for a few minutes. I can open up a new virtual terminal (I think that's what it's called, kinda forgot) by pressing 'ctrl+a...
- Tue Jan 28, 2020 9:23 pm
- Forum: Not a bug
- Topic: Updating mods that require new dependencies.
- Replies: 7
- Views: 1914
Re: Updating mods that require new dependencies.
I haven't run into this myself, but I will say that it seems odd that it would report that "All mods are up to date" when there are still outstanding update/installation actions being preformed. That's my problem exactly. Occasionally the connection to WUBE's servers slows down during a m...
- Tue Jan 28, 2020 9:19 pm
- Forum: Not a bug
- Topic: Updating mods that require new dependencies.
- Replies: 7
- Views: 1914
Re: Updating mods that require new dependencies.
Okay, but the problem of the new mods downloaded without indication being enabled due to the updating old mods still exists.
- Tue Jan 28, 2020 8:39 pm
- Forum: Not a bug
- Topic: Updating mods that require new dependencies.
- Replies: 7
- Views: 1914
Re: Updating mods that require new dependencies.
Attached showing the "mods up to date", with the progress bar continuing. It's not a huge issue for me because my internet speed is pretty good, but I could imagine a lot of people on slower connection would think some process failed and quit early.
- Tue Jan 28, 2020 8:36 pm
- Forum: Not a bug
- Topic: Updating mods that require new dependencies.
- Replies: 7
- Views: 1914
Updating mods that require new dependencies.
Py's now requires separate graphics mods to be installed for each corresponding portion of the various Py mods. When installing new dependencies as a result of the update process it would be nice to get a warning so you know what's being installed. I hit cancel after the update list said "mods ...
- Mon Jul 22, 2019 12:46 am
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 245350
Re: Friday Facts #304 - Small bugs; Big changes
I'm going to suggest what I did on reddit. BOP should output some sort of solid by-product. If you wanted to be real to life, it would probably be sulfur. Alternatively it could be a small amount of solid fuel, or something that can be turned into solid fuel with one step in an assembler or chemical...
- Wed Feb 27, 2019 12:43 am
- Forum: Duplicates
- Topic: [0.17.1] [Minor] [Graphical] Cliff shows before belt
- Replies: 3
- Views: 1248
Re: [0.17.1] [Minor] [Graphical] Cliff shows before belt
Thought I'd add in some other draw order issues. Namely alt-mode icons and inserters are drawn over power poles.