I use a VPN, and IP based restrictions on other services hits me fairly often. Is this an issue you're aware of?
Though with UserID, I guess that's much more accurate anyway, so IP might be ignored? /speculation
Search found 40 matches
- Thu Sep 23, 2021 4:17 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 27369
- Sat May 09, 2020 11:02 pm
- Forum: 1 / 0 magic
- Topic: [posila] [0.17.79/0.18.19] Microstutter at random intervals
- Replies: 16
- Views: 7378
Re: [posila] [0.17.79/0.18.19] Microstutter at random intervals
Strange. It might be that the game runs so easily on your GPU that it can slip into a lower power mode. To test, monitor your GPU memory and core clocks before, during and after a stutter. MSI Afterburner can do this really well, and you can set the graph to show whatever values and at whatever ...
- Thu Jan 23, 2020 5:11 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.0] surface.min_brightness issue
- Replies: 6
- Views: 4472
Re: [posila] [0.18.0] surface.min_brightness issue
Being able to make the night 'fully black' is really useful as part of scenarios like 'eternal night'. It also means lights are a lot more valuable. It's also a great way to hide map-borders for things like 'underground' maps.
- Tue Jan 21, 2020 6:34 pm
- Forum: Not a bug
- Topic: [0.18.0] graphical error with shadows of oil refinery
- Replies: 1
- Views: 1020
[0.18.0] graphical error with shadows of oil refinery
In at least 17.79 and 18.0 the oil refinery's shadow is wrongly aligned. All shadows are pointing due east, but the oil refinery's shadow is pointing east-southeast. This is the case in at least 17.79 and 18.0 in all 4 rotations.
- Tue Jul 23, 2019 1:06 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 260539
Re: Friday Facts #304 - Small bugs; Big changes
As I've been saying for over a year, 'first oil' has a very simple solution that is 'deadlock free' and it's available here: https://mods.factorio.com/mod/Zr_simpleoil
The reason for this suggestion is that 'blockage from full output' is not a concept that's tough well, if at all, to new players ...
The reason for this suggestion is that 'blockage from full output' is not a concept that's tough well, if at all, to new players ...
- Wed Jun 26, 2019 3:21 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.52] Crash on saving with specific rail signal placement: "RailSignalBase::checkConsistency"
- Replies: 4
- Views: 2299
Re: [17.52] Crash when saving with wrong rail signal placement
Re-checked, and I cannot manually save.
- Wed Jun 26, 2019 2:53 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.52] Crash on saving with specific rail signal placement: "RailSignalBase::checkConsistency"
- Replies: 4
- Views: 2299
[kovarex] [0.17.52] Crash on saving with specific rail signal placement: "RailSignalBase::checkConsistency"
Making this setup and then placing rail signals in the white spots will allow signals to be placed. When the game saves, this causes the game to crash. Both auto-save and manual saving will crash the game. Tested on different systems to be sure. Screenshot of setup and log attatched.
Normal setup ...
Normal setup ...
- Mon Jun 10, 2019 11:50 am
- Forum: Minor issues
- Topic: [17.x] Disconnected centrifuge is able to start a recipe
- Replies: 2
- Views: 1601
Re: [17.x] Disconnected centrifuge is able to start a recipe
Here's a save-file that's set up in editor in a fresh world. If the game is advanced 1 tick in /editor, it will do exactly what Dev-iL describes.
- Sat May 04, 2019 6:33 am
- Forum: Not a bug
- Topic: [0.17.35] Can't place cliffs next to each other
- Replies: 3
- Views: 1623
Re: [0.17.35] Can't place cliffs next to each other
Here's the save-file. I re-tested it since I noticed I had mods enabled. Without mods, it does indeed work like expected. With mods, it doesn't.
Hive_mind 0.3.1
Redmew_Server_link 1.0.1
Unit_Control 0.1.21
Hive_mind 0.3.1
Redmew_Server_link 1.0.1
Unit_Control 0.1.21
- Fri May 03, 2019 3:22 pm
- Forum: Not a bug
- Topic: [0.17.35] Can't place cliffs next to each other
- Replies: 3
- Views: 1623
[0.17.35] Can't place cliffs next to each other
When entering editor mode I can no longer place two pieces of cliff next to each other without forcing it with [shift] + [click]. This worked in 17.34. There's no water or objects in the way; I can place the cliff normally if no other cliff is touching it. It's also a problem with all rotations ...
- Fri Apr 12, 2019 8:23 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 41591
Re: Friday Facts #290 - Rail building changes & High-res icons
That's why you always make resources at 2x or 4x target resolution to be prepared for future change in use. :3Patus wrote: Fri Apr 12, 2019 7:55 pm After I told about the 64px icons, our humble overhaul projects artist just died a little bit inside.
About 1000 times to be exact.
- Fri Apr 12, 2019 6:31 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 41591
Re: Friday Facts #290 - Rail building changes & High-res icons
For the icons, using resizing should be the default setting, with the option for using a different image and higher or lower zoom levels. One thing that you might want to keep in mind is to make sure the most important features lines up well with the pixel grid when scaled down significantly ...
- Tue Mar 05, 2019 1:02 pm
- Forum: Duplicates
- Topic: [0.17.5] sidebar GUI very narrow in NPE
- Replies: 1
- Views: 955
[0.17.5] sidebar GUI very narrow in NPE
The sidebar becomes very narrow whenever I hover over anything, and it stays like that until I restart the game, reload the save or change the UI scale. Then it will work for a frame before it becomes narrow again.
As soon as I exit the settings menu after applying a different UI scale (automatic ...
As soon as I exit the settings menu after applying a different UI scale (automatic ...
- Mon Oct 08, 2018 2:17 pm
- Forum: Won't fix.
- Topic: [0.16.51] Build-order effecting what gets power
- Replies: 2
- Views: 1696
[0.16.51] Build-order effecting what gets power
When a power generating entity is shared between two electric networks, the one that was connected first gets full priority. In the image posted, if the left-most pole gets placed first, the radars will get power, and not the inserter. If the right-most pole is placed first, the inserter will get ...
- Fri Aug 31, 2018 9:40 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 70032
Re: Friday Facts #258 - New autoplace
I have but one wish; guarantee one oil-spot within X tiles from spawn. I love me a world where there's much more ocean than land, but that also means it might be several thousand tiles from spawn to the nearest oil.
- Sat Mar 03, 2018 5:10 pm
- Forum: Duplicates
- Topic: [0.16.27] inconsistent inserter to splitter behaviour
- Replies: 5
- Views: 2879
Re: [0.16.27] inconsistent inserter to splitter behaviour
Yes. The fact that it doesn't 'split' is a mild annoyance. The fact that it does not follow the 'standard' for which lane to put items on is the real issue here.
- Sat Mar 03, 2018 1:01 pm
- Forum: Duplicates
- Topic: [0.16.27] inconsistent inserter to splitter behaviour
- Replies: 5
- Views: 2879
Re: [0.16.27] inconsistent inserter to splitter behaviour
The problem here is not that inserting onto splitters is different than belts, but that it's not consistent with rotation. As far as I know, blueprint mirroring is not getting implemented in vanilla because not everything works with mirroring, like rails or oil. However, this problem breaks rotation ...
- Sat Mar 03, 2018 2:59 am
- Forum: Duplicates
- Topic: [0.16.27] inconsistent inserter to splitter behaviour
- Replies: 5
- Views: 2879
[0.16.27] inconsistent inserter to splitter behaviour
When inserting directly onto a splitter, the lane selected is not consistent with rotation. When inserting onto a belt facing away from the inserter, the behaviour is consistent.
- Wed Feb 14, 2018 12:33 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 12572
Re: enforce player chat color to be readable
One thing that would be interesting is being able to set a player's text colour separate from their 'ingame' colour. For larger multiplayer games, I don't mind people's characters being whatever colour they so choose, but I'd really like for people to have a set colour in text. Maybe a very slight ...
- Mon Jan 29, 2018 6:29 pm
- Forum: Not a bug
- Topic: [0,16.20] Missing support for daytime change in brightness
- Replies: 3
- Views: 1572
Re: [0,16.20] Missing support for daytime change in brightness
Then what does the line in the patchnotes mean?
Added support to change daytime [...] brightness on a per-surface basis.
Added support to change daytime [...] brightness on a per-surface basis.