Search found 340 matches

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: 2657

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: 2657

[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: 73965

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: 17600

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: 32058

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: 31714

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: 115
Views: 86154

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: 115
Views: 86154

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: 2540

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: 2540

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...
by malventano
Thu Sep 05, 2019 4:25 am
Forum: Won't fix.
Topic: [0.17.66] UI bug
Replies: 3
Views: 1555

Re: [0.17.66] UI bug

Thanks for the detailed bug report, However we say the minimum supported resolution is 1920x1080, So we aren't going to fix bugs with lower resolutions, especially with a different aspect ratio ...but the game allows switching to windowed mode, so surely folks will run into 'odd' aspect ratios as w...
by malventano
Thu Sep 05, 2019 4:14 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86154

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

Alright, so I have a few dozen hours into this map already, but was considering restarting with the indestructible biter bases set to destructible. My editor/LUA-fu is weak, so can anyone of the gurus assist with: - remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a...
by malventano
Thu Sep 05, 2019 2:17 am
Forum: Minor issues
Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Replies: 7
Views: 2540

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

Thanks for the report. I can see this going 1 of 3 ways: 1. We just leave it as is. "That's just how it works" 2. We change temporary train stops in some way that you describe (what other things might this break?) 3. We change artillery in some way so it doesn't try to shoot related to so...
by malventano
Wed Sep 04, 2019 3:28 am
Forum: Minor issues
Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Replies: 7
Views: 2540

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

Ctrl+click a destination for an artillery train that has no schedule configured. Train lands at the destination, guns begin tracking targets, but when the 5-second destination timer expires, guns freeze their activity and targets selected by the artillery remote continue to flash on the map as if fi...
by malventano
Tue Sep 03, 2019 6:46 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
Replies: 7
Views: 5905

Re: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing

Doesn't this mean that if a player on a slower conenction is intermittently in the 'catching up' state, and that player happens to hit escape to bring up the menu, then that player will be disconnected when they did not intend to?
by malventano
Sat Aug 31, 2019 2:20 am
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86154

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

I've started up this map (holy crap this is amazing) and have run into a few odd biter nests that appear indestructible. Was this intentional? If not I can provide locations.
by malventano
Fri May 03, 2019 6:55 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 387172

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Replacing defines.inventory.player_ with defines.inventory.character_ solves the issues. 3 instances in scripts/cheats.lua This thread in the mod discussion suggests more changes are needed? *edit* disregard, I believe your changes encompass those changes. *edit edit* With these changes only, it ap...
by malventano
Fri Apr 26, 2019 4:46 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Replies: 13
Views: 4148

Re: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile

Yes, there is a treshold, and trains basically have to align to rails when they are materialised, as they can be even built without rails. There is a reason we show the helper graphcis to align to train that will be in a station. Fair enough. This just seemed like the sort of polish you guys would ...
by malventano
Wed Apr 24, 2019 9:41 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Replies: 13
Views: 4148

Re: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile

Ghost isn't really connected to rails. Is there any other ghost anywhere in the game that is misaligned with its placed position? What if the train ghost was off by 3 tiles? What is the threshold here? The player may be potentially attempting to place items in relation to a ghosted train. Ghosts he...
by malventano
Wed Apr 24, 2019 4:45 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Replies: 13
Views: 4148

Re: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile

Cargo/fluid wagons are so far off that they look like they would not load correctly. That should definitely be 'a problem worth fixing'.
factorio - train offset-.png
factorio - train offset-.png (1.27 MiB) Viewed 3868 times

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