Search found 85 matches
- Fri Mar 15, 2019 10:07 am
- Forum: Not a bug
- Topic: [0.17.1] multisampling-level has no effect
- Replies: 7
- Views: 2021
Re: [0.17.1] multisampling-level has no effect
For 0.17.12 I've added "force-linear-magnification" setting to config.ini Wow, thanks! I can't stop staring at the assembler animation. With linear upscaling, and essentially zero frame drops, it's so smooth! On top being able to bind enter/exit vehicle to F again, I think 0.17.12 is my 2...
- Wed Mar 13, 2019 9:36 pm
- Forum: Not a bug
- Topic: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint [EDIT: Mod Issue not vanilla]
- Replies: 4
- Views: 1517
Re: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint
Do you use the Picker Extended mod? It has a "zap blueprint on cursor" functionality bound to ctrl-z by default. And if you unbind it, disabling and re-enabling the mod will re-bind it again, because, as far as I can tell, mod keybindings are stored in config.ini with everything else, inst...
- Wed Mar 13, 2019 8:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
- Replies: 16
- Views: 5589
Re: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
In my case, I press Alt-W to minimise a window I suggest rebinding all window manager shortcuts to use the super key. Super is the standard global keycombo prefix. If this Alt-W binding is a default from your WM/desktop environment, complain to the developers of *that* that they're stepping on appl...
- Wed Mar 13, 2019 6:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
- Replies: 16
- Views: 5589
Re: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
In my case, I press Alt-W to minimise a window I suggest rebinding all window manager shortcuts to use the super key. Super is the standard global keycombo prefix. If this Alt-W binding is a default from your WM/desktop environment, complain to the developers of *that* that they're stepping on appl...
- Wed Mar 13, 2019 12:20 am
- Forum: Won't fix.
- Topic: [0.17.11] Item gets not in chest on chunk transition (one way only)
- Replies: 2
- Views: 1048
Re: [0.17.11] Item gets not in chest on chunk transition (one way only)
If what you are trying to do is count passed items, I think it would be much better to use pulse read mode on one of the inserters. That way you get a reliable 1-tick pulse with value equal to the number of items picked up, which you can just feed to an integrator to get a running count.
- Tue Mar 12, 2019 5:18 am
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 8049
Re: 0.17 Coal Liquefaction
It's not an energy generation progress, Jesus Fucking Christ. The main application is to turn everything into plastics. And maybe some sulfur But the main cost is energy. The 10 coal has 80 MJ of energy. The 50 steam has 1.5 MJ of energy, probably generated from coal. This is their primary purpose ...
- Tue Mar 12, 2019 4:53 am
- Forum: Not a bug
- Topic: [0.17.11] Disabled Inserter unloads on to train
- Replies: 8
- Views: 3467
Re: [0.17.11] Disabled Inserter unloads on to train
What about an "AND inactivity" departure condition? That requires no circuits. As for removing garbage, maybe you could use one color of wire to control the loading inserters, and have them all wired together with the other color in read hold mode? That signal could be sent to a stack filt...
- Tue Mar 12, 2019 3:44 am
- Forum: Not a bug
- Topic: [0.17.11] Disabled Inserter unloads on to train
- Replies: 8
- Views: 3467
Re: [0.17.11] Disabled Inserter unloads on to train
Something that fixes your particular test case is to limit the inserter stack size to 10, and add a 4th inserter. That makes the overall stack size 40, which divides evenly into the inventory capacity of the train. That way, inserters are never left with items in their hands when the train leaves. T...
- Tue Mar 12, 2019 3:19 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.11] Vehicles and Radars show garbage graphics when zoomed out
- Replies: 8
- Views: 3487
Re: [0.17.11] Vehicles and Radars show garbage graphics when zoomed out
The mouseover text suggests that the video memory usage setting affects the behavior of the "texture streaming" setting. Do you get the corruption with texture streaming off and video memory < all? On an integrated GPU, texture streaming off is probably the correct choice anyhow, since the...
- Tue Mar 12, 2019 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] Fast replacing a filter inserter with a stack filter inserter does not preserve the blacklist setting
- Replies: 1
- Views: 1942
[0.17.11] Fast replacing a filter inserter with a stack filter inserter does not preserve the blacklist setting
All fast-replaced filter inserters are set to whitelist mode. This happens going from nonstack->stack, and when going from stack->nonstack. Using the upgrade planner also switches filters to whitelist.
- Sat Mar 09, 2019 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Splitter 2->1 has output gaps even when 1 input is saturated
- Replies: 1
- Views: 1060
[kovarex] [0.17.9] Splitter 2->1 has output gaps even when 1 input is saturated
I was testing a 4-belt-per-wagon unloader , but I couldn't get it to produce fully-compressed belts, even though the final splitter(s) were backed up on at least one of their inputs. I reduced it to a minimal example, directly north of my position in the attached save: splitter-bug.zip gaps.png Note...
- Wed Feb 27, 2019 7:22 pm
- Forum: Balancing
- Topic: 0.17 Coal Liquefaction
- Replies: 25
- Views: 8049
Re: 0.17 Coal Liquefaction
Coal liquefaction is not an energy generating process. It is a liquid fuel and chemical feedstock generating process. You don't liquefy coal because it would get you more energy than burning it. You liquefy coal because the oil is over there, you're over here, and the royal navy is between here and ...
- Wed Feb 27, 2019 9:01 am
- Forum: Not a bug
- Topic: [0.17.1] multisampling-level has no effect
- Replies: 7
- Views: 2021
Re: [0.17.1] multisampling-level has no effect
Thanks. Did you have performance problems in 0.16? High-res on 2 GB was possible, but it required trying out lots of combinations of settings. What I eventually settled on was "medium" VRAM usage, atlas size 4096, and *not* using low-VRAM mode. My guess is that worked by 1. putting the Nv...
- Wed Feb 27, 2019 7:03 am
- Forum: Not a bug
- Topic: [0.17.1] multisampling-level has no effect
- Replies: 7
- Views: 2021
Re: [0.17.1] multisampling-level has no effect
Thank you. Aside from this minor quibble, the new backend is really wonderful. You could almost certainly remove that warning about needing 3 GB of VRAM for high-res sprites.
- Wed Feb 27, 2019 6:45 am
- Forum: Duplicates
- Topic: [0.17.0] key binding issue
- Replies: 4
- Views: 1421
Re: [0.17.0] key binding issue
I am also affected by this problem. In 0.16 and earlier, I had F bound to both "enter/leave vehicle" and "pick up items". This removed the need to reach across the keyboard or let go of the mouse in order to hop in/out of my vehicle. And it would still work for picking up items a...
- Wed Feb 27, 2019 6:33 am
- Forum: Not a bug
- Topic: [0.17.1] multisampling-level has no effect
- Replies: 7
- Views: 2021
[0.17.1] multisampling-level has no effect
On 0.16, I could set multisampling-level=1 in config.ini to get nice antialiased sprites at high zoom, like this: 0.16-ms-level-1.png But in 0.17.1, this setting does nothing, and it still uses yucky nearest-neighbor: 0.17-ms-level-1.png The problem occurs both with the default graphics settings oth...
- Sat Mar 10, 2018 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Include dominant recipe in default blueprint icons
- Replies: 4
- Views: 1602
Re: Include dominant recipe in default blueprint icons
Does the text, "choose icons," not suffice?From a game didactic viewpoint it might still be better to have at least one symbol slot empty to make it more obvious that the symbols can be changed.
- Sat Feb 17, 2018 12:24 am
- Forum: Ideas and Suggestions
- Topic: A new belt and tracking system.
- Replies: 4
- Views: 2450
Re: A new belt and tracking system.
It was my understanding that with the new belt optimizations, long runs of belt that nothing interacts with are already O(1), if you aren't looking at them. I think the splitter contraptions you'd need to collapse multiple belts into the covered highway belt and then expand them back at the other en...
- Wed Feb 14, 2018 2:08 pm
- Forum: General discussion
- Topic: Re-enable blueprinting in unrevealed but scouted area
- Replies: 11
- Views: 5020
- Mon Feb 12, 2018 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Turbine Momentum
- Replies: 2
- Views: 1273
Re: Turbine Momentum
In real life, the vast majority of electrical generators are constant-RPM. That's where the power frequency comes from. Until very recently, there were no batteries connected to the electric grid. Even now they're pretty much a rounding error. Very brief spikes are handled by the rotational inertia ...