Search found 330 matches

by malventano
Sat Jan 18, 2020 10:10 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 13948

Re: Make save game overwrites less dangerous

This seems more like an issue that Valve (or any other backup service that people might use) should handle, not Wube ? What is the Steam game sync maximum these days ? Can you increase/decrease it ? It’s 1GB per game IIRC, but it’s easy to blow through that with just a few large bases if they each ...
by malventano
Sat Jan 18, 2020 9:49 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 13948

Re: Name of auto save files

Summary Playing different scenarios overwrites the auto save file. The purpose of an auto save is to protect you from things that happened before you were able to save, meaning recent history, and the user would then reload that more recent save instead of their older manual save once returning. Th...
by malventano
Sat Jan 18, 2020 4:09 am
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 16292

Re: Friday Facts #330 - Main menu and File Share Shenanigans

You realize RAID 5 has been obsolete for years now? Sorry, but no. Wube was (and likely still is) using a 4 disk array, and RAID 5 is just fine for that purpose, especially if there is a backup. RAID 5 is still typically the default for most 3-4 disk home / small business NAS solutions. Agreed on t...
by malventano
Fri Jan 17, 2020 6:18 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 16292

Re: Friday Facts #330 - Main menu and File Share Shenanigans

Your QNAP was fine, as is OpenZFS (I doubt you're running the proprietary ZFS branch - that's what Linus has the issue with, btw), but any 'storage thing' should be treated as a black box that can fail. If you replaced your single QNAP with a single Linux box running OpenZFS, then you are no better ...
by malventano
Wed Dec 18, 2019 6:49 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.79] Belts speeds over 2 digit items/s show as exponents
Replies: 3
Views: 1368

[Twinsen] [0.17.79] Belts speeds over 2 digit items/s show as exponents

Belts with 3/4 digit speeds should not display as x.xe+0.x items/s. The non-exponent display takes less screen space and is much easier to read.
Example:
Image
by malventano
Wed Dec 18, 2019 6:42 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 13948

Re: Make save game overwrites less dangerous

This seems like a "please Mr. Dev save me from my own mistakes" kind of thread. Carelessness can be overcome. If you can manage to build a viable factory in this complicated game, you are smart enough to be careful with your save filenames. The thread started with the issue that a new gam...
by malventano
Mon Dec 09, 2019 4:08 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 1077

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

Rseding91 wrote:
Sat Dec 07, 2019 2:45 am
This may be fixed with a different report we had.
Which report? I can try and replicate whatever they might have been doing to trigger.

Either way, I'll continue to monitor and report back either way once on whichever version that might address the root cause.
by malventano
Fri Dec 06, 2019 7:18 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 1077

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

I have replicated this again on another pair of saves with minimal changes between saves. Still unsure of the specific action that is triggering the issue.
by malventano
Thu Dec 05, 2019 8:31 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 13948

Re: Make save game overwrites less dangerous

I think the reason this has not been fixed is that everyone wants to reinvent the wheel. The root cause of this thread was that the save dialog defaults to the most recent saved game, so when someone starts a new game, their first save attempt will by default attempt to overwrite their most recent g...
by malventano
Thu Dec 05, 2019 7:43 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 1077

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

I was able to replicate this again under 0.17.79. Attached is a pair of saves. In the first, the creative mod button functions normally. In the second, it is broken and fails to open the menu. Not much changed between both saves (all mods are on the same revision, minimal map changes, etc). The only...
by malventano
Fri Nov 15, 2019 3:01 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 1077

Re: [0.17.77] Mod menu button breaks when loading older save/removing a mod

...and here is a stripped-down 0.75 save from the same chain where the Create Mode menu button was working (saved with 0.77). The issue appears intermittent somehow.
by malventano
Fri Nov 15, 2019 4:51 am
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 1077

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

I had a simple creative mod map that has carried forward through several versions. I use it to check/confirm bugs, etc. On 0.77, I noticed that the Creative Mode menu button no longer works (see attached for a stripped-down save using only Creative Mod). Removing the mod and reloading the save resul...
by malventano
Sat Nov 09, 2019 7:39 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 32048

Re: Friday Facts #320 - Color correction

Maybe you should post a link to a good calibration tool as well, so everyone can set up their monitors correct? :D Otherwise you never know if the complains come from "too much" or "crap monitor" Most modern higher end displays natively oversaturate colors, and have to be 'pulle...
by malventano
Wed Nov 06, 2019 7:38 pm
Forum: Releases
Topic: Version 0.17.75
Replies: 23
Views: 11660

Re: Version 0.17.75

m44v wrote:
Tue Nov 05, 2019 1:03 am
Construction bots don't batch when deconstructing tiles...

unplayable.
...so this means upgrading a stone path to concrete does not see the benefit of the change, correct?
by malventano
Mon Oct 28, 2019 2:57 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 13948

Re: Make save game overwrites less dangerous

This is literally down to 'if new game then use a default (e.g. blank) save name. do not default the save name to the most previous save'. I'm not sure how this has been a problem (and seemingly ignored) for so long now...
by malventano
Fri Oct 04, 2019 6:52 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 14678

Re: Friday Facts #315 - New test servers

So basically you found out what we knew, that on the same memory dimms, intel processors work better. That is because Factorio is not a highly core dependent game, but very memory hungry; the faster the memory and the higher the single core GHz, the better. Now imagine what the intel rig will do wi...
by malventano
Sat Sep 07, 2019 3:41 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 113
Views: 43739

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

billbo99 wrote:
Fri Sep 06, 2019 8:36 am
Some other code snippets ..
All worked as expected. Thanks for the assist!
by malventano
Sat Sep 07, 2019 3:41 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 113
Views: 43739

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

totally agree with @malventano And remove indestructible war robots (unfriendly Compilatrons) that are destroying everything on their path, and remove the hidden Infinity chest :D wonder how many hidden "troll features" are still there. I'm not complaining I love this map it's like how Fa...
by malventano
Thu Sep 05, 2019 2:19 pm
Forum: Minor issues
Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Replies: 7
Views: 1102

Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination

I'd wish it was #2 (like many others do ) and not #1 but I think this better done as a per-train setting for what train does after temporary stop gets destroyed, followed by per-user defaults on temporary stops (conditions, manual/auto). As what I suggest is a rather lengthy way to fix an issue of ...
by malventano
Thu Sep 05, 2019 2:16 pm
Forum: Minor issues
Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Replies: 7
Views: 1102

Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination

I noticed the described behaviour as well (though I didn't analyse it in that depth) Yet I used that behaviour in my current game in my favour: it allows me to take my personal train with outpost building stuff AND an artillery wagon to a remote place and build the outpost without the train shootin...

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