Search found 587 matches

by slippycheeze
Wed Jul 21, 2021 8:57 am
Forum: Railway Setups
Topic: Bulldog Main Line
Replies: 16
Views: 14461

Re: Bulldog Main Line

You mentioned not playing for a long while, but on the off chance: I'm curious why the radars are limited by the circuit network to only run intermittantly?
by slippycheeze
Sat Jul 04, 2020 6:31 pm
Forum: Railway Setups
Topic: Bulldog Main Line
Replies: 16
Views: 14461

Re: Bulldog Main Line

...a looong time after my previous post, my current version, which moves to overlay four and six lane segments, and adds 2/4 L corners, because the very long, very diagonal island I have started on this game needs turns, but not junctions. no exits from the corners, and no "2 + exit lanes at 6&...
by slippycheeze
Thu Jul 02, 2020 12:40 pm
Forum: Mod portal Discussion
Topic: mod portal redesign: wider search / discussion title fields
Replies: 1
Views: 1111

mod portal redesign: wider search / discussion title fields

G'day. With the mod design, the portal looks great! The one thing that causes me trouble is that the text fields for search, and for the title of a discussion post, are far too narrow for me. I can see maybe a third of the title of something I'm gonna write, and the search field is over-full sometim...
by slippycheeze
Tue Jun 23, 2020 9:46 pm
Forum: Wiki Talk
Topic: Password reset for official factorio wiki
Replies: 36
Views: 15600

account recovery request: `slippycheeze`

g'day. I can't seem to give the wiki to let me do an automatic account recovery, and apparently I never recorded the password... so, could I get a password reset for username `slippycheeze` on the wiki, please? feel free to hit me up on discord, if you wish, for whatever. PS: I hope this is how to a...
by slippycheeze
Sat Jun 20, 2020 10:15 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53480

Re: [0.18.x] Bob's Mods: General Discussion

I'm calling this release the GUI overhaul. Clock 0.18.1: Internal changes to improve performance. (up to a 400% speed improvement) GUI update (each value's name is now in bold), this required a GUI re-write, so the GUI is auto-closed on_configuration_changed. Removed the word GUI from the clock win...
by slippycheeze
Sat Jun 20, 2020 8:57 pm
Forum: Minor issues
Topic: oversight: programmable speaker doesn't have 0.18.31 "show circuit network" feature
Replies: 1
Views: 1144

oversight: programmable speaker doesn't have 0.18.31 "show circuit network" feature

G'day. The 0.18.31 release added the feature: Hovering over the circuit network id in the entity circuit control window will now show a tooltip with the circuit network contents. The programmable speaker doesn't have that field, which is annoying because I can never remember exactly what signal the ...
by slippycheeze
Thu Jun 18, 2020 2:28 am
Forum: Ideas and Requests For Mods
Topic: Request: split out logistic and circuit network recipes into separate crafting tabs
Replies: 3
Views: 1597

Re: Request: split out logistic and circuit network recipes into separate crafting tabs

darkfrei wrote:
Sun Jun 14, 2020 1:01 pm
Whole mod is just two strings, just place this code to the your mod into data.lua:
...when you know which two lines...

but thank you!
by slippycheeze
Tue Jun 09, 2020 1:04 am
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84562

Re: [0.17]AutoTrash 4.1.5

Thanks for Auto Trash. Still one of my favorite mods, total! I think I may have found a bug somewhere in the latest version, Factorio 0.18.30, but I'm not 100 percent sure what it is. What I did: Add an item (copper ore) by clicking on an empty field, then selecting it. Drag requests down to zero. I...
by slippycheeze
Sun Jun 07, 2020 10:38 pm
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 2867

Re: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

By this point I can say with good confidence that the freeze only happens with the flip presentation model turned on. That's good, thanks for letting us know. Unfortunately, it isn't fixed by flip presentation: two or three times I've reproduced the "hang forever" during initial loading, ...
by slippycheeze
Fri Jun 05, 2020 9:41 pm
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 2867

Re: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

By this point I can say with good confidence that the freeze only happens with the flip presentation model turned on. That's good, thanks for letting us know. Thanks for caring! My best guess is still that the monitor mode switching led to something waiting forever, and turning off flip stops the m...
by slippycheeze
Thu Jun 04, 2020 9:42 pm
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 2867

Re: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

By this point I can say with good confidence that the freeze only happens with the flip presentation model turned on.
by slippycheeze
Thu Jun 04, 2020 9:42 pm
Forum: Resolved Problems and Bugs
Topic: game.merge_forces null pointer deref
Replies: 4
Views: 3141

Re: game.merge_forces null pointer deref

posila wrote:
Thu Jun 04, 2020 6:30 am
Thanks for the report and for uploading the save too.
Fixed for 0.18.31
No problem. I try and help, even when I break things. :) Thanks for fixing it.
by slippycheeze
Wed Jun 03, 2020 10:35 pm
Forum: Modding interface requests
Topic: LuaRendering.draw_on_map
Replies: 21
Views: 7651

Re: LuaRendering.draw_on_map

I'm here to advocate because I wanted "Chunk Boundaries Light" to draw the bounds on the map, as well as the world. :)
by slippycheeze
Wed Jun 03, 2020 10:32 pm
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 2867

Re: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

After a few more hours, still zero problems, even trying hard to repro this for a little while. Again, pretty sure that because flip presentation stops the HDR/SDR switching it also stops this problem. I'm inclined to think that it is some sort of stall with that, or waiting on vsync, combined with ...
by slippycheeze
Wed Jun 03, 2020 10:31 pm
Forum: Resolved Problems and Bugs
Topic: game.merge_forces null pointer deref
Replies: 4
Views: 3141

Re: game.merge_forces null pointer deref

Hello, can you please also upload your save file that I could use to easily reproduce this? Sure. Here is a Google Drive folder where you can find the crashdump from my original report, a crashdump from my reproducing it today with that save (in Factorio 0.18.30), and the save file in original zip ...
by slippycheeze
Wed Jun 03, 2020 12:00 pm
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 2867

Re: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

Quick update: I'm 99 percent certain that disabling the flip presentation model solves this, because now the monitor stays in HDR mode all the time. The Windows 10 native "adjust SDR windows for HDR display" feature is applied instead, so no mode switching. Since that SDR/HDR monitor mode ...
by slippycheeze
Wed Jun 03, 2020 10:58 am
Forum: Technical Help
Topic: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.
Replies: 8
Views: 2867

Re: Mod manager freezing with: fullscreen, HDR/SDR switching, multiple monitors.

Hello, does it happen also when you disable "Use flip presentation model" in graphics settings? G'day. Sorry to have missed your response, but apparently I didn't get subscribed to the thread automatically. I'll change the setting and test; I came here to report that it seemed like it hap...
by slippycheeze
Tue Jun 02, 2020 11:22 pm
Forum: Resolved Problems and Bugs
Topic: game.merge_forces null pointer deref
Replies: 4
Views: 3141

game.merge_forces null pointer deref

G'day. In cleaning up (manually) after trying out the "biter factions" mod I used `/c game.merge_factions("biter_facter_5", "enemy")` to merge the factions the mod added ("biter_faction_1" through "biter_faction_5") back into the normal enemies. This...
by slippycheeze
Mon Jun 01, 2020 5:43 pm
Forum: Ideas and Suggestions
Topic: Make the mod changelog window default to changes since the installed version when opened from "Updates" tab
Replies: 2
Views: 1092

Re: Make the mod changelog window default to changes since the installed version when opened from "Updates" tab

Alternate idea: show the changelog in "newest first" order rather than "oldest first" so that the recent changes are the ones I most likely care about. Thank you.
by slippycheeze
Mon Jun 01, 2020 5:33 pm
Forum: Ideas and Suggestions
Topic: Accessability: shortcut_bar_expand_button
Replies: 4
Views: 1235

Re: Accessability: shortcut_bar_expand_button

Fun fact, this must be different from one to another depending on personal experience : I saw it right away, because I was kind of expecting something to be there. "Usability" is always personal, and worse, sometimes contradictory. That said, I'd definitely support a larger button, for tw...

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