Search found 587 matches

by Reika
Thu Feb 06, 2025 7:53 pm
Forum: Won't fix.
Topic: [2.0.13] Interface scaling hides UI above 100%
Replies: 5
Views: 902

Re: [2.0.13] Interface scaling hides UI above 100%


Thanks for the report however we have no plans to do anything with this. Scales above 100% are only intended for use on displays that have the physical space to show the additional size. If you run into issues like this, the solution is to reduce the scale back to 100%. We already have issues ...
by Reika
Thu Feb 06, 2025 7:45 pm
Forum: Duplicates
Topic: [2.0.30] Cannot view power consumption of cryogenic plant
Replies: 3
Views: 356

Re: [2.0.30] Cannot view power consumption of cryogenic plant

This is driving me nuts as well. I have to use UI scale of 125% to be able to click anything with any level of reliability - at 100% I miss my click target more than 30% of the time, as they are too physically small to accurately aim at - and so not only are a large number of tooltips cut off for me ...
by Reika
Mon Feb 03, 2025 11:49 pm
Forum: Bug Reports
Topic: [2.0.32] Crash when bots try to place a train ghost while there is an existing train on the Track
Replies: 3
Views: 407

Re: [2.0.32] Crash when bots try to place a train ghost while there is an existing train on the Track

I just had this happen myself: Image

Code: Select all

Stack trace logging done
  77.737 Error Rail.cpp:181: this->state == RailConnectionDirection::None was not true
  77.737 Error CrashHandler.cpp:643: Received 22
by Reika
Tue Jan 07, 2025 11:21 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Space platform wrongly reports insufficient space when launching items that fit with existing
Replies: 1
Views: 674

[Rseding91] Space platform wrongly reports insufficient space when launching items that fit with existing

The issue is pretty simple to reproduce - have a space platform with more than zero free slots but less than the total number of types being attempted to be launched to it (via a manually-loaded rocket). Configure the numbers such that most of the launched items will stack with existing platform ...
by Reika
Sat Jul 13, 2024 1:35 am
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 30584

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

I like the idea of the display panel of the great deal, but really dislike this particular design: aside from raw visual appeal - or lack thereof - there is the worse issue that it is quite discomforting, as it evokes a cyclopean alien staring at you.
by Reika
Sat Aug 07, 2021 3:47 am
Forum: Ideas and Requests For Mods
Topic: Humidty Extractor
Replies: 2
Views: 1759

Re: Humidty Extractor

My DewPointAggregator is exactly this mod idea, down to the "extract from ambient humidity" concept.

https://mods.factorio.com/mod/DewPointAggregator
by Reika
Thu Jul 22, 2021 3:02 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 31348

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it


Love this mod, but is there a way to revert pollution values back to vanilla settings?


Not while keeping the mod installed, as it will just set them back (nor would 90% of the mod make sense with those values reverted).

If you mean after uninstalling, yes, you can set them with the console ...
by Reika
Sat Jun 19, 2021 5:47 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 34405

Re: Geothermal - A clean, but powerful power source all day long


i am having an issue with this mod when Industrial Revolution 2 is loaded. the technology remains locked even when the required technologies have been researched.

This sounds like the issue reported on the github a while ago, where the other mod was hiding technologies, making them ...
by Reika
Wed May 05, 2021 4:22 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
Replies: 3
Views: 5085

Re: [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly


Blend modes are essentially respected only for basic sprite drawing. Anything that uses some kind of effect (like trees), or has it's own special drawing pipeline (lights, tiles, ...), has specific blend mode

Additive blending mode gets turned into default blending mode (premultiplied alpha ...
by Reika
Sat Apr 24, 2021 7:55 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly
Replies: 3
Views: 5085

[posila] [1.1.32] Multilayer tree leaf sprites do not use blending modes correctly

The title is somewhat vague because I am not sure exactly where the error is, in rendering, in prototype parsing, or elsewhere.

Basically, I have trees which are intended to be surrounded by a glowing halo, and I am trying to use the new glow drawing system to enable that. Part of this requires ...
by Reika
Wed Apr 07, 2021 7:57 am
Forum: Reika's Mods
Topic: Oreverhaul - Much more control over oregen and related progression
Replies: 6
Views: 5790

Re: Oreverhaul - Much more control over oregen and related progression

demongo wrote: Mon Apr 05, 2021 3:49 pm that would be amazing, i loved using this mod...
This mod is updated.
by Reika
Thu Mar 25, 2021 7:09 pm
Forum: Reika's Mods
Topic: Dirty Mining - Dirty ores, with a twist or two
Replies: 14
Views: 10003

Re: Dirty Mining - Dirty ores, with a twist or two


I'd very much like to install this mod in 1.1, but it has become out of date. Are there any code conflicts, or is it just the json file that needs the number changed?


I doubt DirtyMining itself has many, but DragonIndustries - which it depends on - probably has quite a number, though it is ...
by Reika
Thu Dec 03, 2020 9:12 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 40178

Re: EndgameCombat - Defend your base against lategame enemies with ease


Updated to 1.8 and my logistics turret crates still persist even after I've picked them up. In some cases, once a turret is destroyed the logistics crates are stuck around. I read in an earlier post that this was supposed to be fixed. Is there a destruction method I can use like console commands ...
by Reika
Sat Nov 21, 2020 4:00 am
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 40178

Re: EndgameCombat - Defend your base against lategame enemies with ease




Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png


I have already fixed this for the next release.

Thank You!, will it remove the ...
by Reika
Sat Nov 14, 2020 6:57 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 40178

Re: EndgameCombat - Defend your base against lategame enemies with ease

Catwlak_Tech wrote: Tue Nov 10, 2020 12:59 pm Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png
I have already fixed this for the next release.
by Reika
Sun Nov 08, 2020 7:35 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 34405

Re: Geothermal - A clean, but powerful power source all day long

DarkShadow44 wrote: Thu Nov 05, 2020 8:44 pm It's one of the options of Geothermal, AFAIK only usable with alien biomes.
Because AlienBiomes is what adds the colored volcanic biomes for which the colored geothermal patches were designed.
by Reika
Sun Nov 01, 2020 5:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 8495

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Rseding91 wrote: Thu Oct 29, 2020 9:37 pm
Reika wrote: Thu Oct 29, 2020 7:23 pm ... is there another entity-based way you would recommend? LuaRendering is not an option because of how it chokes on large quantities of lights.
You can configure lamps to require no power and always be on.
True, that is now a thing with the void power source.
by Reika
Thu Oct 29, 2020 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 8495

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge



This does mean using one of those "unnamed" collision layers, though, and forcibly making every rail signal use that layer, while having your own technical signal only be that layer.


Yes, rail signals now have one extra layer added taken from those unnamed.


I forsee exhausting those layers ...
by Reika
Tue Oct 27, 2020 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 8495

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge



Can they still be made to not collide with anything else? If not, this will break all these "technical lights".


Only restrictions are with rail signals themselves. They are still allowed to be made to not collide with other entities. I am reusing the same logic that is applied between rails ...
by Reika
Mon Oct 26, 2020 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 8495

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge


Ok its "fixed" for 1.1.0. Rails logic is not happy when there are multiple rail signals binding to the same rail end on the same side. I am just adding the check to prevent multiple rail signals from being defined that do not collide with each other.

10.333 Error ModManager.cpp:1510: entity ...

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