Search found 556 matches
- Fri Nov 08, 2019 7:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Small spitter stuck and spitting acid on a tree
- Replies: 8
- Views: 6313
Re: [posila] Small spitter stuck and spitting acid on a tree
Thanks for the information. It's always interesting to hear!
- Fri Nov 08, 2019 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Small spitter stuck and spitting acid on a tree
- Replies: 8
- Views: 6313
Re: [posila] Small spitter stuck and spitting acid on a tree
If it wasn't a horsehair worm infestation, I'm curious to hear what was causing the odd behavior.
- Thu Nov 07, 2019 10:43 am
- Forum: Won't fix.
- Topic: Website bug: trippy flickery menus
- Replies: 2
- Views: 1591
Re: Website bug: trippy flickery menus
One approach, which doesn't drastically alter the look from how it is now, is to change in factorio.min.js:
$(".custom-dropdown").hover(function() {
$(this).children("ul").stop(true, true).slideDown(300)
}, function() {
$(this).children("ul").stop(true, true).slideUp(300)
});
to this ...
$(".custom-dropdown").hover(function() {
$(this).children("ul").stop(true, true).slideDown(300)
}, function() {
$(this).children("ul").stop(true, true).slideUp(300)
});
to this ...
- 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: 4363
Re: [0.17.75] visual glitch in tech tree
No issue on my end.
EDIT:
EDIT:
Yep.Klonan wrote: Thu Nov 07, 2019 9:32 am Seems to only happen in 'normal' sprite resolution, high res was fine
- 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: 2435
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 without a hitch ...
- 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: 3297
Re: [Twinsen] [0.17.75] New GUI Shows wrong power consumption
Does this fix also apply to this situation?
- Thu Nov 07, 2019 2:47 am
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 20465
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 ...
- Thu Nov 07, 2019 12:32 am
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 20465
Re: Version 0.17.75
These new tooltips are excellent, and the bot batch building will make multiplayer more enjoyable. Thanks!
- Thu Nov 07, 2019 12:23 am
- Forum: Ideas and Suggestions
- Topic: Allow arranging of shortcuts by dragging
- Replies: 1
- Views: 1066
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 ...
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 ...
- Thu Oct 17, 2019 7:15 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 22463
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.
- 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: 80227
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?
- Thu Oct 17, 2019 9:20 am
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 22463
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 ...
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 ...
- 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: 80227
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 ...
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 ...
- 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: 80227
[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 ...
There is a noticeable improvement with the new, non-collision mechanism, but others seems to just be sitting around.
Save:
https://forums ...
- 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: 2690
Re: [0.17.70] Character graphics missing pick axe with armor
Attached is the requested log for missing pick axe graphics.
- 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: 2690
- Wed Oct 16, 2019 3:38 am
- Forum: Duplicates
- Topic: [0.17.70] Crash loading 0.17.66 soft-modded map
- Replies: 2
- Views: 1312
Re: [0.17.70] Crash loading 0.17.66 soft-modded map
Oops, thanks!
- 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: 3158
[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.
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.
- Wed Oct 16, 2019 3:04 am
- Forum: Duplicates
- Topic: [0.17.70] Crash loading 0.17.66 soft-modded map
- Replies: 2
- Views: 1312
[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 ...
The save which is crashing is one I wanted to see how the biters react with, as posted here:
https://forums ...
- Mon Oct 14, 2019 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow one more rendering thread than available cores
- Replies: 2
- Views: 1803
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 ...
When setting core affinity to between 3 and 7 cores on Windows 10 with an i7700, each ...