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by malventano
Sat May 23, 2020 4:43 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 25291

Re: Version 0.18.26

You can also just Control + Alt + Click the settings button :shock: My thoughts exactly. This should be written *somewhere*, right? Maybe on the wiki? Changes Crafting machines will now refund item ingredients when crafting is cancelled before finishing. At last! Thank you! I remember some crazy ar...
by malventano
Tue May 12, 2020 11:25 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86547

Re: Nauvis Post Collapse (16GB ram minimum required)

Just wanted to add: First of all, amazing work. So much detail and atmosphere! (Small exploration spoiler: Darn, you can't pick up the rocket silos for yourself! ) Secondly, the map runs perfectly on my machine. Takes a LONG time to load and save which is perfectly understandable, but it runs at a ...
by malventano
Sat May 02, 2020 1:08 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 33954

Re: Version 0.18.22

There was an early enough warning for this change There was warning, but it was issued years ago, There was a warning just a day before 0.18.22 was released in the Upcoming breaking mod changes thread. I was lucky enough to see it shortly after it had been posted, I was even more lucky that the cha...
by malventano
Fri May 01, 2020 12:52 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 33954

Re: Version 0.18.22

Wow all this stupid complaints. There was an early enough warning for this change and as the game is under developement there probably are another significant changes which will break mods again. So stop crying like a baby. There was warning, but it was issued years ago, and a mod creator isn't goi...
by malventano
Fri May 01, 2020 12:50 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 33954

Re: Version 0.18.22

Also the API removal that broke mods was removed in version 0.15, and left in with some internal migration. The API has been non-functional for nearly 3 years, and these mods are just plain wrong for having these values. For migrations like these, it might be worth throwing up some sort of warning ...
by malventano
Wed Mar 18, 2020 10:52 pm
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 17343

Re: Version 0.18.14

This order also makes more sense because the Character tab is there from the start but Logistics is only added later. Which means the Character tab changes position, which would likely harm usability much more than a different-than-preferred order could. Yeah, the progression aspect, combined with ...
by malventano
Wed Mar 18, 2020 8:14 pm
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 17343

Re: Version 0.18.14

The reason for that is to keep consistency with keybindings. It's really unintuitive when the second tab is mapped to F3, and F2 does nothing(before researching logistics.). Keybindings? Nice! Was not aware of them. Makes navigation easier :D Did not see this in the changelogs, but was kinda obviou...
by malventano
Wed Mar 18, 2020 6:02 pm
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 17343

Re: Version 0.18.14

I know the character GUI was revised in 18.13, but I'm just checking it out now on 18.14 and something seemed backwards. I recall the initial design being shown in one FFF, and feedback suggested that the less frequently used Character tab be on the far right. This feedback appeared to have been acc...
by malventano
Tue Mar 10, 2020 7:54 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 13273

Re: Version 0.18.11

Koub wrote:
Tue Mar 10, 2020 4:17 pm
2020-03-10 17_16_09-Clipboard.jpg
...this was actually a game bug, so it may be wise to back down a tad on the hair-trigger to point the blame elsewhere in the future, especially where there was nothing in the changelog that would normally be attributed to causing that new issue with a given mod.
by malventano
Mon Mar 02, 2020 2:56 pm
Forum: Ideas and Suggestions
Topic: Wrong zoom steps in map view
Replies: 4
Views: 2295

Re: Wrong zoom steps in map view

I thought the zoomed in map view was intentionally 'fuzzy' as you are supposed to be looking at remote data from the radar.
by malventano
Tue Feb 25, 2020 7:32 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 2667

Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod

This report: https://forums.factorio.com/viewtopic.php?f=30&t=78550 which hasn't had the fix released yet. I was able to replicate again in 18.8. Attached are two saves. The Creative Mod button (upper left) is functional in save -1, but non-functional in save -2. If we can nail down what preven...
by malventano
Fri Feb 21, 2020 6:15 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 2667

Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod

This report: https://forums.factorio.com/viewtopic.php?f=30&t=78550 which hasn't had the fix released yet. I was able to replicate again in 18.8. Attached are two saves. The Creative Mod button (upper left) is functional in save -1, but non-functional in save -2. If we can nail down what preven...
by malventano
Fri Feb 07, 2020 5:26 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 19753

Re: Friday Facts #333 - Terrain scrolling

I think the only 'big' graphical thing left in need of optimization is when zooming out map view on larger bases - it noticeably slows the game even on the fastest of systems.
by malventano
Sat Feb 01, 2020 8:28 pm
Forum: Ideas and Suggestions
Topic: Expanding circuit connected readings (fluid flow, electrical stats, etc.)
Replies: 11
Views: 2338

Re: Expanding circuit connected readings (fluid flow, electrical stats, etc.)

Which links to this article where rseding mentioned that it “would be a lot of hassle” for pipes: https://forums.factorio.com/viewtopic.php?p=227463#p227463 Indeed it was 'a lot of hassle' back then, but now we have pump flow tracked by the base game. Anywhere that fluid flow is desired to be measu...
by malventano
Fri Jan 31, 2020 5:06 pm
Forum: Ideas and Suggestions
Topic: Expanding circuit connected readings (fluid flow, electrical stats, etc.)
Replies: 11
Views: 2338

Expanding circuit connected readings (fluid flow, electrical stats, etc.)

Circuit networks can read lots of stuff, but there are a few missing items that folks have repeatedly requested. I think the holdup has been with figuring out how to implement, so here are my suggestions to improve the signal-reading experience: Fluid flow: - There used to be no easy way to do this,...
by malventano
Thu Jan 30, 2020 4:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
Replies: 35
Views: 13494

Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)

Bilka wrote:
Thu Jan 30, 2020 2:47 pm
Okay, done for the next version.
Thank you! While you were testing that, did you notice the odd ‘toggle’ behavior while loading a wagon?
by malventano
Thu Jan 30, 2020 4:57 am
Forum: Resolved Problems and Bugs
Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
Replies: 21
Views: 13656

Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?

I tested this based on a blueprint of a pump-bus nuclear reactor design from 0.16 (which used to do the full 12k water/s). The sum of the steam output after reaching equilibrium is around 6.8k per second going by the sum of the steam consumption from the turbines. I stumbled across this thread whil...
by malventano
Thu Jan 30, 2020 4:42 am
Forum: Duplicates
Topic: [0.17.25] Pumps not working correctly?
Replies: 4
Views: 1921

Re: [0.17.25] Pumps not working correctly?

So, this may not be a bug ... I should be getting 720k water/minute, but production stats only shows 648k. This appears to have actually been a bug, though I'm currently trying to convince the devs of this . The issue relates to the fluid system change, where the pump fluidbox size no longer suppor...
by malventano
Wed Jan 29, 2020 11:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
Replies: 35
Views: 13494

Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)

@BlueTemplar: I'd need to download 0.16 again and invest the time into dissection, but my naive guess would be moving fluid simulation out of entity logic into its own system so it can run on a parallel thread. As it stands right now, all entities that have fluidboxes run their logic before fluid s...
by malventano
Wed Jan 29, 2020 11:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)
Replies: 35
Views: 13494

Re: [0.18.2] Pump maximum flow is 6000/s (rated 12000/s)

@malventano: Reducing the rate like that can severely impede the fluid wagon loading time, since pump-to-wagon transfer is not based on fluid mechanics, but still uses the pumping rate number. I've already tested it. Empty rate is 100/tick / 6000/s with pumping_speed = 100. Wagon fill rate is sligh...

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