Search found 340 matches

by malventano
Tue Mar 05, 2019 4:59 pm
Forum: Not a bug
Topic: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4
Replies: 7
Views: 1268

Re: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4

It looks to me like you don't actually lose any research progress, you gain all the default research options (some of which are redundant). Clearly this isn't right either, but if you scroll down to the bottom where it shows completed research, the expected campaign-specific stuff should still be t...
by malventano
Tue Mar 05, 2019 12:16 am
Forum: Not a bug
Topic: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4
Replies: 7
Views: 1268

Re: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4

Possibly connected with / triggered by the other fix made for a prior bug? :
2019-03-04-19-15-15.png
2019-03-04-19-15-15.png (61.85 KiB) Viewed 1266 times
by malventano
Tue Mar 05, 2019 12:14 am
Forum: Not a bug
Topic: [0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4
Replies: 7
Views: 1268

[0.17.5] All (most?) research progress lost when loading Introduction Campaign started in 0.17.4

Loaded an intro campaign save after updating to 0.17.5 and noted that my current research item (that was nearly complete) was reset to unresearched, as was all other research items that were previously researched. Basically, it all started over. Additionally, it appears that all research items are n...
by malventano
Tue Mar 05, 2019 12:02 am
Forum: Resolved Problems and Bugs
Topic: [0.17.5] GUI top right description box covers FPS indicator
Replies: 0
Views: 243

[0.17.5] GUI top right description box covers FPS indicator

In fixing this bug with text getting cutoff in the upper right info box, now that the box is wider, it covers the FPS indicator:
2019-03-04-18-57-49.png
2019-03-04-18-57-49.png (79.63 KiB) Viewed 243 times
by malventano
Sat Mar 02, 2019 10:41 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 65100

Re: Friday Facts #284 - 0.17 experimental

Dynamic difficulty is a big topic in the office, but even its staunchest opponent, kovarex, admits he had fun with the final wave. He also holds the high score for kills during the Introduction; Over 9000 :D.
Challenge accepted :)
2019-03-02-17-39-05.png
2019-03-02-17-39-05.png (77.63 KiB) Viewed 4970 times
by malventano
Sat Mar 02, 2019 5:20 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33811

Re: [0.17.1] intro too hard

More like >200%. Well i said it reaches 100% at that point... I never said it didnt go above 100% :roll: New version will have a rework of the algo which will be smoother and only kick you in the butt if you try to be either lazy or rush through with 30 labs... or something. Was the behavior change...
by malventano
Fri Mar 01, 2019 3:03 pm
Forum: Not a bug
Topic: [0.15.11][Twinsen] circuit related item info inconsistencies
Replies: 3
Views: 806

Re: [0.15.11][Twinsen] circuit related item info inconsistencies

I'll move this to not a bug, but I moved this task much higher on my todo list. ...so it's been a while, and it appears none of this has changed since 0.15. Any chance these might eventually happen? They would greatly assist those working on / troubleshooting circuit-connected items, especially if ...
by malventano
Thu Feb 28, 2019 4:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] UI Scale slider doesn't do anything when set to Automatic
Replies: 9
Views: 1361

Re: [0.17.2] UI Scale slider doesn't do anything when set to Automatic

kovarex wrote:
Wed Feb 27, 2019 10:13 pm
I believe that it is good as it is (it was exactly like that in 0.16 all the time).
Not to be rude, but if it was unintuitive in a prior version, that's not a reason to continue with the bad UI design trend.
by malventano
Thu Feb 28, 2019 1:39 am
Forum: Duplicates
Topic: [0.17.2] load save after sync mods with save truncates after spaces in save filename
Replies: 1
Views: 464

[0.17.2] load save after sync mods with save truncates after spaces in save filename

(save name was "Antfarm by Griswold" in this scenario)
2019-02-27-20-09-08.png
2019-02-27-20-09-08.png (53.77 KiB) Viewed 464 times
by malventano
Thu Feb 28, 2019 1:36 am
Forum: Not a bug
Topic: [Dominik][0.17.2] pipes not completely emptying when they should
Replies: 5
Views: 1262

Re: [0.17.2] pipes not completely emptying when they should

The tooltip shows what the pipes allow into them - always - regardless of what fluid is in the pipe. In your setup there is no fluid in the pipes but they're connected to the output of the boilers which means they only allow steam in them. Yes, but they are still showing as full of steam (look clos...
by malventano
Thu Feb 28, 2019 12:48 am
Forum: Not a bug
Topic: [Dominik][0.17.2] pipes not completely emptying when they should
Replies: 5
Views: 1262

Re: [0.17.2] pipes not completely emptying when they should

Isn't this fluid behavior is same with 0.16? It may be intended or buggy due to delayed fluid algorithm. No - this is a regression. Pipes would always empty completely in 0.16.x for the exact configuration in my example. It is more significant in 0.17 due to flow mixing prevention, since if a stret...
by malventano
Thu Feb 28, 2019 12:01 am
Forum: Not a bug
Topic: [Dominik][0.17.2] pipes not completely emptying when they should
Replies: 5
Views: 1262

[Dominik][0.17.2] pipes not completely emptying when they should

I noticed that the center of a row of pipes did not completely empty when the water supply to the boilers ran dry: 2019-02-27-18-55-40.png The pipes that show steam present also report as 500.00C, suggesting that some tiny amount of steam is still present. Note: in this config the pipe empties from ...
by malventano
Wed Feb 27, 2019 10:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] UI Scale slider doesn't do anything when set to Automatic
Replies: 9
Views: 1361

Re: [0.17.2] UI Scale slider doesn't do anything when set to Automatic

steinio wrote:
Wed Feb 27, 2019 8:53 pm
Change of the slider should switch to Custom.
Just wondered why the GUI didn't change.

Little QoL improvement.
This. Change of the slider *should* switch to custom. Or else if in auto the slider should not be clickable/movable.
by malventano
Wed Feb 27, 2019 8:03 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33811

Re: [0.17.1] intro too hard

The "cost" per biter sent to attack you is scaled with the %progress of the Logistic pack technology. It starts that you need ~2% of your factory output(by pollution) dedicated to making bullets (calculated from the most polluting method) At 90% research completion it hits 100% production...
by malventano
Wed Feb 27, 2019 3:51 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 246010

Re: Version 0.17.0

I haven't loaded the new version yet, but I think there is something missing from the patch notes. It was my understanding that assembling machine 1 could handle 3 ingredients now. The official wiki though doesn't have this updated either. Which means that assembling machine 2 requires green resear...
by malventano
Wed Feb 27, 2019 2:43 pm
Forum: Not a bug
Topic: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry
Replies: 14
Views: 4904

Re: [0.17.1] At 1440p now defaults to 125% UI scaling which looks blurry

kovarex wrote:
Wed Feb 27, 2019 7:46 am
Having high-res version of icons is one of the first things on the list to do during 0.17 expermental.
High res icons won’t necessarily solve a 125% scale since it is an uneven multiplier of even the high res sprites. It will still be blurrier than native.
by malventano
Wed Feb 27, 2019 2:38 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33811

Re: [0.17.10] intro too hard

Seems a bit steep for what would be a brand new player. The difficulty is based on pollution, so if your factory was "big" and you did not produce many bullets (as a % of your total production), then you will fail. New players do not produce as much pollution as a vet. I will be tweaking ...
by malventano
Wed Feb 27, 2019 4:47 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] No inputs accepted after focus temp stolen by another app
Replies: 1
Views: 548

[0.17.1] No inputs accepted after focus temp stolen by another app

While playing, I was walking, possibly also holding Q, and possibly also clicking on an item, while simultaneously something else on my system attempted to steal focus. Might have been a Windows notification or something from another app. Since I was actively clicking on the Factorio window at that ...
by malventano
Wed Feb 27, 2019 4:10 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Intro scenario completion asks for screenshots from wrong directory
Replies: 1
Views: 583

[0.17.1] Intro scenario completion asks for screenshots from wrong directory

Asks for screenshots from 'script_output' directory but the real name on disk was 'script-output'.
Also, screenshots generated on 4k or ultrawide displays may be too large to email easily, FYI.

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