Search found 5182 matches
- Tue Jan 31, 2023 1:24 pm
- Forum: Technical Help
- Topic: Ubuntu, Steam, crash on start, no log file
- Replies: 8
- Views: 268
Re: Ubuntu, Steam, crash on start, no log file
I found it in snap ~/snap/steam/common/.factorio/ , but it's empty save for the save files directory. No logs. Hmm, interesting. What is "snap" folder? If you execute factorio binary from terminal, it'll print out the log into there (I think). But Steam will want to relaunch it under the ...
- Mon Jan 30, 2023 3:54 pm
- Forum: Resolved for the next release
- Topic: [posila] [1.1.35] No pictures to put in atlas.
- Replies: 2
- Views: 1157
Re: [posila] [1.1.35] No pictures to put in atlas.
Thanks for the report.
Sprites with size close to 2048px (or 4096px in high res) will be force to have "no-atlas" priority in 1.1.77
Sprites with size close to 2048px (or 4096px in high res) will be force to have "no-atlas" priority in 1.1.77
- Mon Jan 30, 2023 10:01 am
- Forum: Technical Help
- Topic: Ubuntu, Steam, crash on start, no log file
- Replies: 8
- Views: 268
Re: Ubuntu, Steam, crash on start, no log file
Hello, the logs should be in ~/.factorio/
- Thu Jan 26, 2023 4:31 pm
- Forum: Resolved for the next release
- Topic: [posila] [1.1.35] No pictures to put in atlas.
- Replies: 2
- Views: 1157
Re: [posila] [1.1.35] No pictures to put in atlas.
Similar to 104853, but in this case it attempts to add to the atlas a sprite which has same width as the atlas (2048px), which it fails to do because of extra padding that is added to the sprites in atlases. So, not fixed yet.
- Thu Jan 26, 2023 4:29 pm
- Forum: Resolved for the next release
- Topic: [1.1.76] Error: No pictures to put in atlas after updating to space-exploration 0.6.96, with some mods
- Replies: 1
- Views: 250
Re: [1.1.76] Error: No pictures to put in atlas after updating to space-exploration 0.6.96, with some mods
Thanks for the report.
Fixed for 1.1.77
Fixed for 1.1.77
- Thu Jan 26, 2023 11:50 am
- Forum: Won't fix.
- Topic: [1.1.74] Preferred screen setting doesn't work correctly in multi-monitor setups
- Replies: 2
- Views: 169
Re: [1.1.74] Preferred screen setting doesn't work correctly in multi-monitor setups
The practical IDs match in your log, I think DXGI (the display subsystem) might just not match the numbers windows displays when you move them around in the virtual space. That's correct. I don't know how to reasonably get numbering Windows shows in its Display settings and DirectX numbering doesn'...
- Tue Jan 24, 2023 3:06 pm
- Forum: Resolved for the next release
- Topic: [1.1.74] failing to load player-data after save (infrequent)
- Replies: 15
- Views: 794
Re: [1.1.74] failing to load player-data after save (infrequent)
So something... is going very weird on your system(s) that I've never seen before. Figuring that out will likely lead to the fix. The corruption in data is weirdly specific. I would expect system/HW problem, that would cause this kind of data corruption, to cause the game crash all the time on many...
- Sun Jan 22, 2023 12:27 pm
- Forum: Not a bug
- Topic: [1.1.76] What is the blending mode for LuaRendering color?
- Replies: 1
- Views: 120
Re: [1.1.76] What is the blending mode for LuaRendering color?
Oh, it seems you spent lot of time on this, I am sorry 🙈 Expectation: Rendering's color to behave like tint, and the default blendmode to be: normal . Rendering's color behaves the same as tint does. This is clear that *just* changing the color results in an increase in opacity, the more white the c...
- Thu Dec 01, 2022 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 797
Re: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Some specific things (like smoke) test for transparency level being very close to being completely transparent, but general sprite drawing doesn't. I don't think machines that have working visualizations will generate that many sprites for it to matter.
- Thu Dec 01, 2022 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 797
Re: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Fixed/changed for 1.1.73
- Wed Nov 30, 2022 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Unnecessary pop-up reuse
- Replies: 3
- Views: 357
Re: Unnecessary pop-up reuse
It's not a bug. So I am moving it back to ideas and suggestions. People forget they chose some specific version and then report bugs about the game not updating. Also if you want to stay on a specific version, I suggest you download it from the website as older builds get deleted sooner or later (ex...
- Wed Nov 30, 2022 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 797
Re: [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Some programmer tried to be smart (me) and thought nobody will need to tint anything by {0,0,0,0}, because that would make it invisible, therefore the sprite wouldn't need to be there in the first place. So I used 0,0,0,0 as signal value, to indicate the value was not set in the prototype and we sho...
- Mon Nov 28, 2022 9:14 pm
- Forum: Bug Reports
- Topic: [1.1.72] Graphical artefacts on MacOS with arm builds
- Replies: 8
- Views: 745
Re: [1.1.72] Graphical artefacts on MacOS with arm builds
It only happens with Video memory usage set to something lower than All, so as a workaround, until it is fixed, ou can change the setting in the graphics options (and restart the game)
- Sun Nov 27, 2022 1:29 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 58
- Views: 11047
Re: Friday Facts #371 - Apple Silicon
Now I hope that the game not only performs better - and have a much smaller energy footprint, but also let me build bigger factories before hitting the RAM limit. When it does, it is still playable, however it become a lot slower and creates a huge wear on the internal SSD. I know that the most via...
- Sat Nov 26, 2022 3:10 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 58
- Views: 11047
Re: Friday Facts #371 - Apple Silicon
Thanks - now its time to raise Factorio to the iPad (with keyboard) - is it? Last time I had to deal with releasing an app on the App Store, it was not allowed to run scripts downloaded from the Internet. If they still have this rule, that would mean no mods like on Switch, and it could also cause ...
- Mon Nov 21, 2022 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 767
- Thu Nov 17, 2022 10:07 am
- Forum: News
- Topic: Factorio for Nintendo Switch is now available!
- Replies: 27
- Views: 5876
- Wed Nov 16, 2022 9:12 am
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 767
Re: Factorio in web assembly
... doing such boring ... I don't want to do boring stuff :D But if anyone on the team is interested in making this work, they can put time towards it if they want to. But I wouldn't expect it to happen anytime soon or possibly ever :( Also I was interested in performance of WebAssembly, and it's h...
- Tue Nov 15, 2022 7:58 pm
- Forum: Technical Help
- Topic: High resolution sprites in GeForce Now
- Replies: 11
- Views: 750
Re: High resolution sprites in GeForce Now
I'm not sure I understand what you want to know here. In the Factorio graphics settings "Sprite Resolution" says "Normal". I can change it to high, but when I exit and re-launch the game it is back to "Normal" again. I just wanted you to the button "circled" ...
- Tue Nov 15, 2022 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 767
Re: Factorio in web assembly
Either ways, you have to wait. I agree. The browser wouldn't magically download 1.5 GB of assets faster than the ZIP file, so you'd have to wait for the browser hosted version too :D Anyway, we use SDL but are not completely built on top of SDL. Meaning, we'd have to port at least rendering to WebG...