Search found 10 matches

by jbirch
Wed Feb 19, 2025 4:46 pm
Forum: Ideas and Suggestions
Topic: Official HD Textures
Replies: 5
Views: 432

Re: Official HD Textures

Who is buying that to play Factorio? What about all the Integrated GPU users who try to turn on “HD Mode” because the sticker on their laptop says it supports 4K (“ *when connected to an external monitor, internal screen at 720p”, of course), then get an immediate Out of Memory crash, angrily post ...
by jbirch
Wed Feb 19, 2025 10:13 am
Forum: Ideas and Suggestions
Topic: Official HD Textures
Replies: 5
Views: 432

Official HD Textures

This is a rehash of things that were asked for years ago over at https://forums.factorio.com/viewtopic.php?p=140875, but I think the landscape has changed enough to make this worth asking for again. I apologise if I didn't find the most recent time this was asked for in the forums.

Zooming in on a ...
by jbirch
Tue Dec 10, 2024 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.
Replies: 9
Views: 1466

Re: [2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.

"Undo" of the case above removes the whole larger outer deconstruct (IE, the only one that makes sense), but leaves the inner, doubled deconstruct as a deconstruct.

Another "Undo" results in the (extremely helpful!) dialog of "you're gonna undo something completely unrelated". This seems pretty ...
by jbirch
Tue Dec 10, 2024 4:26 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.
Replies: 9
Views: 1466

Re: [2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.

But for your case, it's only giving two X's if you do ctrl-x twice?

That's correct. Ground can be marked multiple times (not just twice!) with ctrl-x - though only two red Xs will ever show. For example, If you have 75 construction robots, but use ctrl-x three times on 25 landfill, this will also ...
by jbirch
Tue Dec 10, 2024 3:44 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.
Replies: 9
Views: 1466

Re: [2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.

Ah, and alt-d doesn't trigger this bug! Presumably because alt-d is simply "murder all that's here", whereas ctrl-x is "tell me something about what's here so I can stamp it somewhere else".

Edit: Nor does a deconstruction planner with landfill selected.
by jbirch
Tue Dec 10, 2024 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.
Replies: 9
Views: 1466

Re: [2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.

Unrelated, but thank you for teaching me alt-d. I've been doing ctrl+x + esc for years now, because I didn't know there was a simple "Just murder these things". It's going to take a while to reprogram the muscle memory though.

Relatedly: I suspect the space platform case is the same root cause ...
by jbirch
Tue Dec 10, 2024 1:07 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.
Replies: 9
Views: 1466

[Lou][2.0.23] multi-deconstructing landfill will render bots stuck attempting to deconstruct them.

Cross-posted to https://www.reddit.com/r/factorio/comments/1hb03p2/be_careful_deconstructing_alreadymarked_landfill/

Reproduction steps


Grab 25 personal construction robots and go somewhere over water, where only personal robots are active. Ensure your personal roboports are switched off, to ...
by jbirch
Mon Mar 11, 2019 9:56 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.4] Can not click inventory or menu buttons
Replies: 16
Views: 8135

Re: [0.17.4] Can not click inventory or menu buttons

Ah, I ran into this issue today as well!

In my particular case, I was able to resolve it by hand-mining a single piece of coal.
by jbirch
Mon Mar 11, 2019 9:39 am
Forum: Pending
Topic: [kovarex] [0.17.9] Crash selecting deconstructor planner filters
Replies: 3
Views: 1577

Re: [0.17.9] Crash selecting deconstructor planner filters

Indeed, when I got back to playing, that's the save I continued to play from! Anecdotally, my autosaves are on the order of a fraction of a second, currently.

Unfortunately, I have been unable to reproduce the problem. I've attempted to do so by waiting at each step for an autosave to kick in as ...
by jbirch
Mon Mar 11, 2019 6:18 am
Forum: Pending
Topic: [kovarex] [0.17.9] Crash selecting deconstructor planner filters
Replies: 3
Views: 1577

[kovarex] [0.17.9] Crash selecting deconstructor planner filters

I placed a blueprint that uses wooden power poles -- but I didn't have any wooden power poles on me, and wished to place medium power poles instead. I selected a red deconstruction blueprint (a redprint?), to delete only the ghost tiles of the wooden power poles. What follows is a fallible ...

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