Fix for 127086 seems to fix this one too, even though I am not sure why
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- Mon Mar 03, 2025 2:12 pm
- Forum: Duplicates
- Topic: [2.0.21] Problem loading mods on Ubuntu 24.04 ("No pictures to put in atlas" error)
- Replies: 2
- Views: 493
Re: [2.0.21] Problem loading mods on Ubuntu 24.04 ("No pictures to put in atlas" error)
Thanks for the report.
Fix for 127086 seems to fix this one too, even though I am not sure why
(because I don't understand why it was not working in your case in the first place)
Fix for 127086 seems to fix this one too, even though I am not sure why
- Mon Mar 03, 2025 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.35] "No pictures to put in atlas" with 2048 max texture and mod using 4096² sprite
- Replies: 3
- Views: 1511
Re: [2.0.35] "No pictures to put in atlas" with 2048 max texture and mod using 4096² sprite
Thanks for the report.
Fixed for 2.0.38 by making minimum atlas size to be 4096 even when sprite resolution is set to "medium"
Also fixes: 123060
Fixed for 2.0.38 by making minimum atlas size to be 4096 even when sprite resolution is set to "medium"
Also fixes: 123060
- Mon Mar 03, 2025 11:03 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.23] Issue with drone rendering at 1920x1200 resolution
- Replies: 5
- Views: 1204
Re: [posila] [2.0.23] Issue with drone rendering at 1920x1200 resolution
Thanks for the report.
In the next release, it's gonna be improved, but I am not gonna claim it's fixed.
Due to bot optimization in 2.0, which reduces their update rate when moving to once per 20 ticks, their real position is somewhere outside of screen but their rendering position should be on ...
In the next release, it's gonna be improved, but I am not gonna claim it's fixed.
Due to bot optimization in 2.0, which reduces their update rate when moving to once per 20 ticks, their real position is somewhere outside of screen but their rendering position should be on ...
- Sat Mar 01, 2025 9:06 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 303005
Re: Performance optimization - post your saves
Right, thanks but I'm well aware that the computer isn't fast, hence me comparing it to the normal views that are all 60 fps unless there's a lot going on and the space view that always runs slow...
But if it's expected that space view is slower then all is good :thumbs_up:
I don't know if you ...
- Thu Feb 27, 2025 1:34 pm
- Forum: Minor issues
- Topic: [posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)
- Replies: 1
- Views: 1469
Re: [posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all)
Thanks for the report.
I don't know what to do with this, and it doesn't seem to be a big issue (we expect most players who play modded already played vanilla and are not target audience for minitutorials)
I don't know what to do with this, and it doesn't seem to be a big issue (we expect most players who play modded already played vanilla and are not target audience for minitutorials)
- Thu Feb 20, 2025 12:21 pm
- Forum: Won't implement
- Topic: offset and offset_deviation in create_entity and create_asteroid_chunk
- Replies: 3
- Views: 252
Re: offset and offset_deviation in create_entity and create_asteroid_chunk
No time wasted, I was just confused by the request and wanted to understand 

- Thu Feb 20, 2025 9:43 am
- Forum: Won't implement
- Topic: offset and offset_deviation in create_entity and create_asteroid_chunk
- Replies: 3
- Views: 252
Re: offset and offset_deviation in create_entity and create_asteroid_chunk
I'm restricted to noiseless/inorganic feeling methods to set the position and velocity for the new objects?
I don't understand what do you mean by this, or rather why do you think offset and offset_deviation makes things organic in a way that you can't do by setting position and velocity yourself ...
I don't understand what do you mean by this, or rather why do you think offset and offset_deviation makes things organic in a way that you can't do by setting position and velocity yourself ...
- Fri Jan 31, 2025 9:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [2.0.7] Curved tracks has a yellow tint on empty areas
- Replies: 4
- Views: 1130
Re: [StrangePan] [2.0.7] Curved tracks has a yellow tint on empty areas
Thanks for the report.
We narrowed it down to the texture compression shader and found a workaround for the issue.
It should be fixed in 2.0.34
We narrowed it down to the texture compression shader and found a workaround for the issue.
It should be fixed in 2.0.34
- Thu Jan 30, 2025 2:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.33] technology icons with a modifier icon are shown smaller than they should
- Replies: 1
- Views: 509
Re: [posila] [2.0.33] technology icons with a modifier icon are shown smaller than they should
Thanks for the report.
Fixed for 2.0.34
I added IconData::floating bool to fix this.
The armor modifier icon now overlaps bar bellow the icon, but it was the same in 1.1, so it's officially a feature.
Fixed for 2.0.34
I added IconData::floating bool to fix this.
The armor modifier icon now overlaps bar bellow the icon, but it was the same in 1.1, so it's officially a feature.
- Mon Jan 27, 2025 12:25 pm
- Forum: Minor issues
- Topic: [posila] [2.0.28] ping don't show in map
- Replies: 5
- Views: 462
Re: [posila] [2.0.28] ping don't show in map
So, I wanted to add a separate option for ping display duration, but found out, the system is more entangled with chat system than I thought, so I am moving this to minor issues.
As it is now "Chat message delay" needs to be non-zero for pings to show up on map.
As it is now "Chat message delay" needs to be non-zero for pings to show up on map.
- Mon Jan 27, 2025 11:36 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.14] util.combine_icons() incorrect scaling
- Replies: 2
- Views: 873
Re: [posila] [2.0.14] util.combine_icons() incorrect scaling
Thanks for the report.
Fixed for 2.0.33
I was not aware we have this function, so at first I wanted to improve it to be more in-line with how 2.0 interprets icon definitions and how it renders them (in GUI - it tries to shift and scale it, so that entire icon fits the slot, not just the first layer ...
Fixed for 2.0.33
I was not aware we have this function, so at first I wanted to improve it to be more in-line with how 2.0 interprets icon definitions and how it renders them (in GUI - it tries to shift and scale it, so that entire icon fits the slot, not just the first layer ...
- Sat Jan 25, 2025 6:46 pm
- Forum: Not a bug
- Topic: [2.0.32] Fluid tank inconsistent layering
- Replies: 1
- Views: 194
Re: [2.0.32] Fluid tank inconsistent layering
Thanks for the report.
The building previews are rendered shifted 40 render layers up so they are don't "disappear" existing building or trees, rocks, etc.
The building previews are rendered shifted 40 render layers up so they are don't "disappear" existing building or trees, rocks, etc.
- Fri Jan 24, 2025 11:57 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.32] Spitters stuck attacking the ground
- Replies: 1
- Views: 1831
Re: [posila] [2.0.32] Spitters stuck attacking the ground
Thanks for the report.
Fixed for 2.0.33
Fixed for 2.0.33
- Fri Jan 24, 2025 11:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy] [2.0.7] shadows of dead biters are rendered on top of belts
- Replies: 1
- Views: 1745
Re: [Jerzy] [2.0.7] shadows of dead biters are rendered on top of belts
Thanks for the report.
Fixed for 2.0.33
Fixed for 2.0.33
- Fri Jan 24, 2025 8:37 am
- Forum: Won't fix.
- Topic: [2.0.32] Lava still has reflections for 'Mech armor'
- Replies: 1
- Views: 310
Re: [2.0.32] Lava still has reflections for 'Mech armor'
Thanks for the report.
We probably won't fix this. Lava shader intentionally interprets tile effect maps differently than water shader, for which the tile effect maps were created initially, and character tile effect map uses blue color channel, which lava shader interprets as there should be ...
We probably won't fix this. Lava shader intentionally interprets tile effect maps differently than water shader, for which the tile effect maps were created initially, and character tile effect map uses blue color channel, which lava shader interprets as there should be ...
- Fri Jan 24, 2025 8:16 am
- Forum: Minor issues
- Topic: [posila] [2.0.28] ping don't show in map
- Replies: 5
- Views: 462
Re: [posila] [2.0.28] ping don't show in map
So that's the problem. In the code, pings are considered "chat item" and use the same setting for how long they should be displayed as the chat. Since it's set to 0, they don't show up at all.
- Thu Jan 23, 2025 10:48 am
- Forum: Minor issues
- Topic: [posila] [2.0.28] ping don't show in map
- Replies: 5
- Views: 462
Re: [posila] [2.0.28] ping don't show in map
Hello, thanks for the report.
In Interface settings, is your "Chat message delay" setting set to 0 seconds?
In Interface settings, is your "Chat message delay" setting set to 0 seconds?
- Mon Jan 20, 2025 4:46 pm
- Forum: Not a bug
- Topic: Sprites visible through locomotive
- Replies: 2
- Views: 165
Re: Sprites visible through locomotive
Inserter hands are intentionally rendered in layer above machines to appear as reaching over the machines, otherwise even assemblers would draw over them. This applies to trains too ... so the cargo wagons have doors on top, not on sides.
- Mon Jan 20, 2025 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.31] LuaRendering.draw_text not working properly with use_rich_text
- Replies: 1
- Views: 737
Re: [posila] [2.0.31] LuaRendering.draw_text not working properly with use_rich_text
Thanks for the report.
Fixed for 2.0.33
Fixed for 2.0.33
- Fri Jan 17, 2025 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Worms can exceed their range and projectile count (Reopened)
- Replies: 6
- Views: 6560
Re: [posila] Worms can exceed their range and projectile count (Reopened)
Thanks for the report.
Fixed for 2.0.32
Fixed for 2.0.32