Search found 553 matches

by Jon8RFC
Thu Nov 07, 2019 9:28 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.75] visual glitch in tech tree
Replies: 6
Views: 3473

Re: [0.17.75] visual glitch in tech tree

No issue on my end.

EDIT:
Klonan wrote:
Thu Nov 07, 2019 9:32 am
Seems to only happen in 'normal' sprite resolution, high res was fine
Yep.
by Jon8RFC
Thu Nov 07, 2019 5:09 am
Forum: Resolved Problems and Bugs
Topic: [Sanqui] [Site][URGENT] Factorio.com user profile cookie collision or false transmission
Replies: 4
Views: 1969

Re: [Site][URGENT] Factorio.com user profile cookie collision or false transmission

Not sure if it relates but I noticed a few days ago that factorio.com fails to go through ssllabs.com testing due to a "certificate name mismatch" and then "unable to obtain certificate" after clicking to proceed anyway. I've tested it, many times, in the past and it went through...
by Jon8RFC
Thu Nov 07, 2019 4:33 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.75] New GUI Shows wrong power consumption
Replies: 3
Views: 2577

Re: [Twinsen] [0.17.75] New GUI Shows wrong power consumption

Does this fix also apply to this situation?
by Jon8RFC
Thu Nov 07, 2019 2:47 am
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 17554

Re: Version 0.17.75

Trying out the new tooltips and the first thing i painfully notice on my 3Ghz potato is that they lag really hard. I've set tooltip delay to 0 but it feels more like 100~300ms when chaos-mousing over the crafting menu. Seems to be worst for items that i have lots of stacks in my inventory off (that...
by Jon8RFC
Thu Nov 07, 2019 12:32 am
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 17554

Re: Version 0.17.75

These new tooltips are excellent, and the bot batch building will make multiplayer more enjoyable. Thanks!
by Jon8RFC
Thu Nov 07, 2019 12:23 am
Forum: Ideas and Suggestions
Topic: Allow arranging of shortcuts by dragging
Replies: 1
Views: 744

Allow arranging of shortcuts by dragging

TL;DR Shortcuts can't be arranged in an intuitive manner, and dragging the actual shortcuts within the UI would work far better. Since item shortcuts are called a quickbar and not a shortcut, don't confuse those shortcuts...with shortcuts. The video shows which shortcuts I'm talking about. What ? h...
by Jon8RFC
Thu Oct 17, 2019 7:15 pm
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 18598

Re: Version 0.17.70

Not getting stuck on belts isn't a buff, not at all. The key is being combined with the new non-collision mechanism. It makes me wonder if it could be used to comfortably funnel aliens into a narrow and focused kill zone. A bottleneck surrounded by walls.
by Jon8RFC
Thu Oct 17, 2019 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 20
Views: 78314

Re: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

Are the disappearing biters/spitters just how the game works and we never notice it, or is it not supposed to happen?
by Jon8RFC
Thu Oct 17, 2019 9:20 am
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 18598

Re: Version 0.17.70

The non-colliding aliens are excellent. Please don't ever become swayed to buff/nerf/reduce the weapons/aliens/attackers in the future, as a result of this change. The way they act now is much better, and I'm a player who plays exclusively in peaceful mode. The difficulty of managing defenses is too...
by Jon8RFC
Thu Oct 17, 2019 8:46 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 20
Views: 78314

Re: [0.17.71] Biters and Spitters not attacking after shot with artillery

So, it's just a matter of time in cases with lots of aliens? Same save... Should random aliens be sitting around, by themselves? https://youtu.be/T6gXdA3_X7Y?t=625 While trying to see how the random, lonely aliens react, I noticed some disappearing. Is this normal? https://youtu.be/T6gXdA3_X7Y?t=845...
by Jon8RFC
Thu Oct 17, 2019 7:52 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery
Replies: 20
Views: 78314

[Oxyd] [0.17.71] Biters and Spitters not attacking after shot with artillery

When I manually attack with artillery or wait ~10 minutes for artillery to automatically attack again, the hit/nearby aliens move, briefly, but don't attack. There is a noticeable improvement with the new, non-collision mechanism, but others seems to just be sitting around. Save: https://forums.fact...
by Jon8RFC
Thu Oct 17, 2019 7:46 am
Forum: Not a bug
Topic: [GFX] [0.17.70] Character graphics missing pick axe with armor
Replies: 4
Views: 2137

Re: [0.17.70] Character graphics missing pick axe with armor

Attached is the requested log for missing pick axe graphics.
by Jon8RFC
Wed Oct 16, 2019 7:38 am
Forum: Not a bug
Topic: [GFX] [0.17.70] Character graphics missing pick axe with armor
Replies: 4
Views: 2137

[GFX] [0.17.70] Character graphics missing pick axe with armor

You can see the handle sticking up from most angles, but not all.

https://youtu.be/dUWO7zaaxQo
by Jon8RFC
Wed Oct 16, 2019 3:36 am
Forum: Minor issues
Topic: [0.17.70] Shotgun fires wrong direction when the cursor is near the player
Replies: 3
Views: 2356

[0.17.70] Shotgun fires wrong direction when the cursor is near the player

Both shotguns suffer from this. The flamethrower works as expected.
https://youtu.be/hM0MEZldXfM

Side-note:
Maybe the reload sound could be executed earlier? Holding down and letting go of fire, then hearing 5 reload sounds in a row by themselves sounds off.
by Jon8RFC
Wed Oct 16, 2019 3:04 am
Forum: Duplicates
Topic: [0.17.70] Crash loading 0.17.66 soft-modded map
Replies: 2
Views: 1011

[0.17.70] Crash loading 0.17.66 soft-modded map

My normal save, which is older than the crashing save, loads without a problem. It doesn't appear to be an issue elsewhere, but I did forcibly update Windows from 1809 to 1903 yesterday. The save which is crashing is one I wanted to see how the biters react with, as posted here: https://forums.facto...
by Jon8RFC
Mon Oct 14, 2019 9:10 pm
Forum: Ideas and Suggestions
Topic: Allow one more rendering thread than available cores
Replies: 2
Views: 1182

Allow one more rendering thread than available cores

I tested in-game and it seemed like it helped, so I tried to reduce the variables and made something in map editor, and it still helped by increasing both FPS and UPS. Zoom all the way out in the attached save. When setting core affinity to between 3 and 7 cores on Windows 10 with an i7700, each tim...
by Jon8RFC
Fri Oct 11, 2019 10:39 am
Forum: News
Topic: Friday Facts #313 - Light at the end of the bug tunnel
Replies: 58
Views: 25657

Re: Friday Facts #313 - Light at the end of the bug tunnel

So I see a new change...was that office meeting for "QA testing" really an interview for boskid to become the QA guy?

Congrats, boskid, whatever your new position is!
by Jon8RFC
Mon Sep 23, 2019 2:13 pm
Forum: Minor issues
Topic: Offshore Pump Landfill - Hitbox
Replies: 5
Views: 3204

Re: Offshore Pump Landfill - Hitbox

Looking for something else, but found this thread. This issue was fixed sometime in 0.16. This in 0.15.40 demo-entities.lua: name = "offshore-pump", collision_box = {{-0.6, -0.45}, {0.6, 0.3}} Is now this in 0.16.51 demo-entities.lua: name = "offshore-pump", collision_box = {{-0....
by Jon8RFC
Sat Sep 21, 2019 3:08 pm
Forum: Minor issues
Topic: [0.17.65] Rotating inserter affects circuit wire reach, preserving existing wires
Replies: 2
Views: 1546

Re: [0.17.65] Rotating inserter affects circuit wire reach, preserving existing wires

Just wanted to share a little more for whoever takes a look at this one. There are very few player-usable, stationary entities whose selection_box doesn't match their tile size. They're among the only ones which seem to have this inconsistency with the problematic inserters' asymmetrical selection_b...

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