Search found 330 matches

by malventano
Thu Sep 05, 2019 4:25 am
Forum: Won't fix.
Topic: [0.17.66] UI bug
Replies: 3
Views: 724

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: 113
Views: 43736

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: 1101

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: 1101

[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: 3503

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: 113
Views: 43736

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: 234727

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: 1775

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: 1775

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: 1775

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 1495 times
by malventano
Thu Apr 18, 2019 6:42 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
Replies: 17
Views: 3145

Re: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)

Confirmed still exists in 0.17.32. Posting a reply as this one might have fallen off of the radar (it's been around for a few releases now - since at least 0.17.23).
by malventano
Thu Apr 18, 2019 6:42 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Replies: 13
Views: 1775

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

Confirmed still exists in 0.17.32. Posting a reply as this one might have fallen off of the radar (it's been around for a few releases now - since at least 0.17.23).
by malventano
Wed Apr 10, 2019 2:47 am
Forum: Won't fix.
Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Replies: 13
Views: 1775

Re: [0.17.26] Blueprinted/ghost vertical trains misaligned by ~1 tile

Sounds similar to what is described in https://forums.factorio.com/viewtopic.php?f=7&t=68768 I also noticed while creating the blueprint that the train appears incorrectly offset in the blueprint vs. in reality. Appears to be one tile up from where it should be when stopped at the station. This...
by malventano
Sat Apr 06, 2019 4:03 am
Forum: Resolved Problems and Bugs
Topic: [posila][0.17.23] Microstutter
Replies: 5
Views: 1021

Re: [0.17.23] Microstutter

dxgi-presentation-model=flip-discard fixed it (not perfect but significantly improved) here as well. Running Windows 10, with windowed g-sync enabled if that matters. I'm not sure where this issue crept back in, but I believe it was more recently. ...but this should not be required to prevent micros...
by malventano
Sat Apr 06, 2019 3:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
Replies: 17
Views: 3145

Re: [0.17.25] Cargo wagon won't open after curve (only pointing North)

On the topic of the blueprinting, since it's a relatively new technology, there are some known issues with it. These issues belong in a separate thread, and are unrelated to the main bug in this thread. (I'm only stating this so all points are covered). Yessir. I posted a separate bug report with a...
by malventano
Fri Apr 05, 2019 6:39 pm
Forum: Won't fix.
Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Replies: 13
Views: 1775

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

The placed blueprint and blueprint edit GUI for blueprints containing trains shows them ~one tile higher than they should be. Only occurs in vertical orientation, not horizontal. While my example only shows locomotives, the effect is more glaring at loading/unloading stations, where the cargo wagons...
by malventano
Fri Apr 05, 2019 3:59 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
Replies: 17
Views: 3145

Re: [0.17.23] Cargo wagon won't open after curve (only pointing North)

Just to be clear with the group here, I'm not trying to argue either way regarding if the northbound train should be able to load the second car in this case. My point is that the behavior should be consistent regardless of direction. If the right answer is that the turn needs to be further back, th...
by malventano
Thu Apr 04, 2019 8:13 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
Replies: 17
Views: 3145

Re: [0.17.23] Cargo wagon won't open after curve (only pointing North)

Thanks for the report. Can you include the save or at least the blueprint, please? Apologies for the delay. String is below. I also noticed while creating the blueprint that the train appears incorrectly offset in the blueprint vs. in reality. Appears to be one tile up from where it should be when ...
by malventano
Sun Mar 31, 2019 6:12 pm
Forum: Duplicates
Topic: [0.17.23] Broken flamethrower radius display
Replies: 3
Views: 412

Re: [0.17.23] Broken flamethrower radius display

Same here. Appears to be a regression of this bug?
by malventano
Sat Mar 30, 2019 4:25 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
Replies: 17
Views: 3145

[kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)

The same section of track was duplicated in a circle. The rear cargo wagon on the train pointing North does not open for loading. All other orientations work as expected. Understood this car has just completed a curve, but the behavior should be consistent regardless of blueprint rotation, else user...

Go to advanced search