Search found 40 matches

by Dupl3xxx
Thu Sep 23, 2021 4:17 pm
Forum: Releases
Topic: Version 1.1.40
Replies: 38
Views: 24017

Re: Version 1.1.40

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
by Dupl3xxx
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: 5763

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 freq...
by Dupl3xxx
Thu Jan 23, 2020 5:11 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.0] surface.min_brightness issue
Replies: 6
Views: 3735

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.
by Dupl3xxx
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: 825

[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.
by Dupl3xxx
Tue Jul 23, 2019 1:06 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 206515

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. Fu...
by Dupl3xxx
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: 1893

[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, a...
by Dupl3xxx
Mon Jun 10, 2019 11:50 am
Forum: Minor issues
Topic: [17.x] Disconnected centrifuge is able to start a recipe
Replies: 2
Views: 1349

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.
by Dupl3xxx
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: 1326

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
by Dupl3xxx
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: 1326

[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. htt...
by Dupl3xxx
Fri Apr 12, 2019 8:23 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 35849

Re: Friday Facts #290 - Rail building changes & High-res icons

Patus 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.
That's why you always make resources at 2x or 4x target resolution to be prepared for future change in use. :3
by Dupl3xxx
Fri Apr 12, 2019 6:31 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 35849

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. Easies...
by Dupl3xxx
Tue Mar 05, 2019 1:02 pm
Forum: Duplicates
Topic: [0.17.5] sidebar GUI very narrow in NPE
Replies: 1
Views: 786

[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 or...
by Dupl3xxx
Mon Oct 08, 2018 2:17 pm
Forum: Won't fix.
Topic: [0.16.51] Build-order effecting what gets power
Replies: 2
Views: 1438

[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 po...
by Dupl3xxx
Fri Aug 31, 2018 9:40 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 59927

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.
by Dupl3xxx
Sat Mar 03, 2018 5:10 pm
Forum: Duplicates
Topic: [0.16.27] inconsistent inserter to splitter behaviour
Replies: 5
Views: 2509

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.
by Dupl3xxx
Sat Mar 03, 2018 1:01 pm
Forum: Duplicates
Topic: [0.16.27] inconsistent inserter to splitter behaviour
Replies: 5
Views: 2509

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...
by Dupl3xxx
Sat Mar 03, 2018 2:59 am
Forum: Duplicates
Topic: [0.16.27] inconsistent inserter to splitter behaviour
Replies: 5
Views: 2509

[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.
by Dupl3xxx
Wed Feb 14, 2018 12:33 pm
Forum: Ideas and Suggestions
Topic: enforce player chat color to be readable
Replies: 10
Views: 11299

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 t...
by Dupl3xxx
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: 1330

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.

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