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.
Search found 56 matches
- 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
- 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 ...
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 ...
- 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.
Works fine in singleplayer or when hosting multiplayer.
- 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
Also useful for creating other train-related guis
- 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 ...
For the mod I am developing wagons added to the back of the train via script based on the back_stock position do not ...
- 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.
Enabling or disabling the "Use different mod settings per save" option has no effect.
- 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.

Above returns nil in all cases

Above works fine
- 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 ...
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 ...
- 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.
The replay gui needs to be in front, it would also be nice if it had hotkeys.
- 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
If I load the save and zoom in 3 levels, the line appears on the right
- 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


- 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
- 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 ...
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 ...
- 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 ...
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 ...
- Tue May 21, 2019 12:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.41] Production graph x axis labels for 250 and 1000 hrs weird
- Replies: 1
- Views: 2798
[Twinsen][0.17.41] Production graph x axis labels for 250 and 1000 hrs weird
Seems to divide hours by 60 for 250 and 1000 hour axis:

Credit here: https://www.reddit.com/r/factorio/comme ... n_the_250/

Credit here: https://www.reddit.com/r/factorio/comme ... n_the_250/
- 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 ...
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 ...
- 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 ...
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 ...
- 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?
Game seems to only have 3 out of 4 inserter remnant orientations and they are randomly selected?
- 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.
You can craft as much as you like to launch the rocket and get achievement.
- 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 ...
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 ...