Search found 101 matches

by Raiguard
Wed Mar 06, 2019 3:49 am
Forum: Resolved Problems and Bugs
Topic: [0.17.6] Placing a locomotive ghost at a station will sometimes place an invisible ghost
Replies: 2
Views: 478

[0.17.6] Placing a locomotive ghost at a station will sometimes place an invisible ghost

This is a very strange bug, because it's very inconsistent. Sometimes, if you place a locomotive ghost at a train station, the entity will be placed but the sprite will not show up: 2019-03-05 20_31_03.png I have not been able to consistently reproduce it. The only data I can provide is that it some...
by Raiguard
Sun Mar 03, 2019 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Post-modsync-autoload truncates save file path when the path contains spaces
Replies: 4
Views: 177

Re: [0.17.2] Post-modsync-autoload truncates save file path when the path contains spaces

Hey, I just happened to have needed to use this feature again, and it's not actually fixed (0.17.4). It still does the same thing. I also noticed that the fix for this bug was not mentioned in any changelogs... what happened? Git shenanigans?
by Raiguard
Wed Feb 27, 2019 11:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Post-modsync-autoload truncates save file path when the path contains spaces
Replies: 4
Views: 177

[0.17.2] Post-modsync-autoload truncates save file path when the path contains spaces

When using the "Sync Mods with Save" feature, if the "Load save after sync" box is checked, and the save file path contains a space, the game will only save the file path up until the first space character in the path. For example, if your save is named "Test with Spaces", the game will only save th...
by Raiguard
Fri Feb 22, 2019 6:58 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72602

Re: Friday Facts #283 - Prepare to Launch

Sooooooooooooooo happy to FINALLY see an update. This may sound a bit silly, but will we see any large/obvious difference? What has changed in the last more than a year? Is it primarily different recipes with slightly better graphics? They completely scrapped and rewrote the game's engine from scra...
by Raiguard
Fri Feb 22, 2019 6:33 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72602

Re: Friday Facts #283 - Prepare to Launch

Sooooooooooooooo happy to FINALLY see an update. This may sound a bit silly, but will we see any large/obvious difference? What has changed in the last more than a year? Is it primarily different recipes with slightly better graphics? They completely scrapped and rewrote the game's engine from scra...
by Raiguard
Fri Feb 22, 2019 5:55 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 72602

Re: Friday Facts #283 - Prepare to Launch

Does the new fluid algo really have enough problems to warrant delaying it? IMHO, since it's an experimental release, not everything has to be perfect right away. Why not let us devoted players rip it apart and find absolutely every edge-case that doesn't work for you? Sorry I just really want the n...
by Raiguard
Fri Feb 15, 2019 4:35 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 32982

Re: Friday Facts #282 - 0.17 in sight

Holy crap that's a lot of info! Thank you devs for being so awesome! I was planning on making a giant proposal for how I would have implemented the blueprint library, but it seems that almost everything I wanted has been implemented. The only thing I would want now is the ability to hide the Invento...
by Raiguard
Sat Feb 09, 2019 3:29 pm
Forum: Duplicates
Topic: [0.16.51] Crash on error: "An input action fragment is missing..."
Replies: 1
Views: 134

[0.16.51] Crash on error: "An input action fragment is missing..."

I assume that this was uploaded by the automatic crash reporter, but just in case, I'm posting it here as well. This crash happened when I was trying to join Redmew's "1000 Yard Stare" map. When it happened, my old laptop was (slowly) catching up, then the server stopped responding. After sitting th...
by Raiguard
Fri Feb 08, 2019 3:28 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 84
Views: 16613

Re: Friday Facts #281 - For a Few Frames More

Oh my gosh, you can't even understand how happy I am for these optimizations. I have been wanting to be able to play Factorio in hi-res ever since I found the option, but my GPU was too weak to do it (GTX 660Ti 3GB). I have still been playing on hi-res, but have simply accustomed myself to the large...
by Raiguard
Fri Feb 01, 2019 6:23 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 28953

Re: Friday Facts #280 - Visual Feedback is the king

I literally squeaked when I saw "toggle personal roboport" and "toggle exoskeletons"! I had already used a mod for this, but having it in vanilla will be very nice indeed! Personally I would like to be able to toggle absolutely everything (logistics requests, trash slots, belt movement compensator, ...
by Raiguard
Fri Jan 18, 2019 3:49 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 18700

Re: Friday Facts #278 - The new quickbar

So they Remove Shift + 1-5 for right side? Think about it. How would you Access Pages 6-0 fast? It's very uncomfortable to reach them and I don't have small hands. For me It allays was just: - 1-5 for Left Side Items. - Shift(hold) + 1-5 for Right Side Items - X to get another Page. That's so intui...
by Raiguard
Fri Jan 11, 2019 8:55 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 13762

Re: Friday Facts #277 - GUI progress update

Ooo, I see that the implementation of the new blueprint library has not been done yet! This gives me a chance to still propose my ideas about it! I'm going to write a proposal in the ideas and suggestions forum. The new GUI is really slick. Most importantly, it's CONSISTENT ! That was the biggest fl...
by Raiguard
Fri Jan 04, 2019 8:18 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 20324

Re: Friday Facts #276 - Belt item spacing & Script rendering

J-H wrote:
Fri Jan 04, 2019 6:55 pm
Train signals also need fixing.
What are you talking about? Signals work perfectly fine. What needs fixing?
by Raiguard
Sat Mar 17, 2018 5:47 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 476

Re: [0.16.30] Extreme lag at max zoom level with biters

I see, thanks for your time.
by Raiguard
Sat Mar 17, 2018 4:46 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 476

Re: [0.16.30] Extreme lag at max zoom level with biters

So turning off low VRAM mode makes it playable (~40FPS) rather than going down to ~5FPS. I can deal with that, I guess. I need the high-res.
by Raiguard
Sat Mar 17, 2018 4:34 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 476

Re: [0.16.30] Extreme lag at max zoom level with biters

Huh, that's disappointing (seeing as GPU prices are absolutely ridiculous at the moment). I thought this was a bug because it didn't used to do this, it only started with 0.16.30. Thanks for the quick response.
by Raiguard
Sat Mar 17, 2018 4:17 pm
Forum: Not a bug
Topic: [0.16.30] Extreme lag at max zoom level with biters
Replies: 5
Views: 476

[0.16.30] Extreme lag at max zoom level with biters

Since updating to 0.16.30, I have been experiencing severe lag spikes when fully zoomed out whilst fighting biters. It also happened once when I was just riding in my train, with no biters in sight. Something in the actual game render begins to take forever, according to the debug screen. Here is a ...
by Raiguard
Mon Feb 26, 2018 11:09 pm
Forum: Not a bug
Topic: [16.26] Items on belt overcompressed after last update
Replies: 8
Views: 3160

Re: Strange belt bug

I experienced this too. Here is a screenshot and a the save. When I picked it up I received over 1200 stone.

HOLY GEEZ BIG SCREENSHOT. SORRY.
Image

Save file is attached.

Merged...
by Raiguard
Wed Dec 13, 2017 9:28 pm
Forum: Duplicates
Topic: [16.1] Crash on Open/first tick
Replies: 8
Views: 606

Re: [16.0] Crash on Open/first tick

Something I have noticed: In the few seconds that my save runs before crashing, all of the trains are at a stop (the ones that were moving before the save suddenly stop). Could this crash have something to do with train pathfinding?

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