Search found 56 matches

by Phoenix27833
Wed May 27, 2020 12:33 am
Forum: Not a bug
Topic: [0.18.27] Icons are blurry on 100% scale
Replies: 6
Views: 3121

Re: [0.18.27] Icons are blurry on 100% scale

The icons made with scaling on the left side are anti-aliased, the pixels were blended in resizing rather than sampled. Sure the quality could be improved further with some more processing.
The image on the right makes me feel like I need to get my eyes checked.
by Phoenix27833
Tue May 26, 2020 6:18 pm
Forum: Not a bug
Topic: [0.18.27] Icons are blurry on 100% scale
Replies: 6
Views: 3121

[0.18.27] Icons are blurry on 100% scale

Most of the new icons appear blurry at 100% scale.

On the left I set the game to 200% and then rescaled the screenshot by half in mspaint.
On the right is the ingame icons on 100%
The rescaled icons in paint are much clearer.
Especially visible on solar panel and accumulators
https://i.imgur.com ...
by Phoenix27833
Tue May 26, 2020 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.26] Cant modify scriptarea using editor gui when client in multiplayer
Replies: 1
Views: 2595

[0.18.26] Cant modify scriptarea using editor gui when client in multiplayer

If you join a multiplayer game as a client and go into editor mode, you can add and remove areas but attempting to change the name makes it nil and changing the color makes it black.
Works fine in singleplayer or when hosting multiplayer.
by Phoenix27833
Tue May 19, 2020 12:45 pm
Forum: Modding interface requests
Topic: Let minimap GuiElement take a train argument to show the centered on train minimap
Replies: 0
Views: 984

Let minimap GuiElement take a train argument to show the centered on train minimap

This would allow recreating the train gui with modifications, seeing as modifying base guis is not allowed.
Also useful for creating other train-related guis
by Phoenix27833
Sat May 16, 2020 11:11 pm
Forum: Pending
Topic: [0.18.24] Rolling stock snapping offset when part of train on curve
Replies: 1
Views: 1603

[0.18.24] Rolling stock snapping offset when part of train on curve

When part of a train is on a curve, the snapping points for adding a new wagon on the straight section no longer correspond to the position of the back wagon but have an offset.
For the mod I am developing wagons added to the back of the train via script based on the back_stock position do not ...
by Phoenix27833
Mon Apr 27, 2020 8:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.21] Use different mod settings per save option does nothing
Replies: 2
Views: 3309

[0.18.21] Use different mod settings per save option does nothing

I want to use the same mod settings across all saves but every save I load keeps its own settings.
Enabling or disabling the "Use different mod settings per save" option has no effect.
by Phoenix27833
Fri Apr 24, 2020 3:40 pm
Forum: Not a bug
Topic: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
Replies: 3
Views: 1904

Re: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail

Segment - a series of rails that are not split in between by junctions, signals or stations. The basic unit for pathfinder.
Image

Above returns nil in all cases

Image

Above works fine
by Phoenix27833
Thu Apr 23, 2020 11:15 pm
Forum: Not a bug
Topic: [0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail
Replies: 3
Views: 1904

[0.18.19] get_rail_segment_entity returns nil for rail signals at nearer position on rail

Rail signals have two placement positions on a straight rail.

If the rail signal is at the further away position from the source rail for get_rail_segment_entity, the rail signal entity is returned.
However if the rail signal is at the closer position, get_rail_segment_entity returns nil.

I expect ...
by Phoenix27833
Thu Apr 23, 2020 11:04 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.19] Replay stuck paused in tech window
Replies: 1
Views: 3618

[kovarex] [0.18.19] Replay stuck paused in tech window

If you switch to a player who has the tech window open while in a paused replay, the fullscreen tech window covers the replay gui and you cannot unpause or leave.

The replay gui needs to be in front, it would also be nice if it had hotkeys.
by Phoenix27833
Fri Jan 31, 2020 11:24 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.3] Black line on screen
Replies: 4
Views: 4092

Re: [0.18.3] Black line on screen

Here's the log and a save
If I load the save and zoom in 3 levels, the line appears on the right
by Phoenix27833
Fri Jan 31, 2020 12:43 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.3] Black line on screen
Replies: 4
Views: 4092

[posila] [0.18.3] Black line on screen

Vertical black line appears at certain zoom level
Image
Image
by Phoenix27833
Thu Aug 01, 2019 9:56 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives
Replies: 7
Views: 5639

[Rseding91] [0.17.59] Setting cliffs indestrucible does not stop cliff explosives

Indestructible and unminable cliffs can still be destroyed with cliff explosives
by Phoenix27833
Sun Jul 21, 2019 12:19 pm
Forum: Minor issues
Topic: [0.17.58] Multiplayer server browser error
Replies: 1
Views: 2388

[0.17.58] Multiplayer server browser error

My internet is dying, thus my server browser failed / timed out and produced this:

https://cdn.discordapp.com/attachments/526414047684591626/602446724828758036/unknown.png
Download failed (status code 520: failed to parse JSON response: Unterminated string at ?:1

Bilka would like Rseding to make ...
by Phoenix27833
Wed May 29, 2019 11:49 am
Forum: Ideas and Suggestions
Topic: Copy paste train settings should also copy automatic state
Replies: 1
Views: 957

Copy paste train settings should also copy automatic state

If you are building a lot of trains it is a pain to set each one to automatic.
It would be nice if the shift right left click copy would also copy the automatic / manual setting of the train so you can quickly set them all to automatic.
Additionally trains which are blueprinted should also remember ...
by Phoenix27833
Mon May 20, 2019 10:50 am
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.41] Crash when creating combat robot
Replies: 2
Views: 2986

Re: [0.17.41] Crash when creating combat robot

I replicated the crash.

Steps to reproduce:
1. Reset achievements using the ingame delete achievements setting.
2. Load the attached savegame. (It is a new game I modified the control.lua to insert robots to player inventory on player_mined_entity and unlock research)
3. Mine a tree.
4. Try to ...
by Phoenix27833
Sat May 18, 2019 2:32 pm
Forum: Not a bug
Topic: [0.17.41] Car speed on different tiles inconsistent
Replies: 3
Views: 1836

[0.17.41] Car speed on different tiles inconsistent

I tested the top speed of the car on with different combinations of tiles and fuels and the results have some inconsistencies.
The top speed indicated by hovering over the car and,
the walking speed of the tile indicated in editor mode
do not tie up with the actual measured top speed from testing ...
by Phoenix27833
Thu May 09, 2019 10:37 pm
Forum: Not a bug
Topic: [0.17.37] Inserter remnant orientation does not match
Replies: 1
Views: 815

[0.17.37] Inserter remnant orientation does not match

After inserters are destroyed the rotation of the remnant does not match the original rotation of the inserter.

Game seems to only have 3 out of 4 inserter remnant orientations and they are randomly selected?
by Phoenix27833
Thu May 02, 2019 9:35 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.35] Hand crafts don't count towards Lazy Bastard Achievement
Replies: 1
Views: 3246

[Twinsen][0.17.35] Hand crafts don't count towards Lazy Bastard Achievement

Hand crafts do not increase the craft count for lazy bastard.

You can craft as much as you like to launch the rocket and get achievement.
by Phoenix27833
Wed Apr 03, 2019 8:19 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.17.24] Power poles building automatically when they shouldn't
Replies: 2
Views: 1656

[Dominik] [0.17.24] Power poles building automatically when they shouldn't

Power poles building incorrectly after having been deconstructed

Apparently its wasn't completely fixed (ref. 68725 )

To reproduce:
Build a vertical line of inserters
Drag power poles along the line
Deconstruct some poles
Drag again

Here's a short replay.
Power pole bug.zip

Also AntiElitz ...

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