Do you have a dual-gpu system with an integrated GPU perhaps?ilbJanissary wrote: ↑Mon Aug 14, 2023 2:33 pmAfter getting it to work, I reverted back to my original settings and now it continues to work.
I've no idea what's going on at this point.
Search found 1025 matches
- Tue Aug 15, 2023 9:30 pm
- Forum: Minor issues
- Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Replies: 11
- Views: 1468
Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Sun Aug 13, 2023 6:17 am
- Forum: Minor issues
- Topic: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
- Replies: 4
- Views: 1278
Re: Dedicated servers crash when attempting to boot in HR mode if any of the graphics go over the pixel limit for SR gra
I also posted in the other thread about it: viewtopic.php?f=7&t=108170
- Sun Aug 13, 2023 6:17 am
- Forum: Minor issues
- Topic: [1.1.88] Crash of headless in HR mode if any sprite over SR pixel limit
- Replies: 4
- Views: 1278
Re: Dedicated servers crash when attempting to boot in HR mode if any of the graphics go over the pixel limit for SR gra
Reproduced:
Here's my config if needed: Installing SE, setting high sprite animations and 2048 atlas size seems enough to trigger it.
Game loads fine (and uses a 4k atlas), but headless:
Here's my config if needed: Installing SE, setting high sprite animations and 2048 atlas size seems enough to trigger it.
Game loads fine (and uses a 4k atlas), but headless:
- Sun Aug 13, 2023 6:14 am
- Forum: Minor issues
- Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Replies: 11
- Views: 1468
Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
It appears I never tested the last case when I noticed the atlas was using 4k despite set to 2k. I am able to reproduce the error. Only SE is needed to reproduce it: 1) SE 2) HR mode and 2048 atlas size 3) factorio.exe --dump-data (mine seems to find the relative config correctly, but here it is any...
- Sat Aug 12, 2023 9:29 pm
- Forum: Minor issues
- Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Replies: 11
- Views: 1468
Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
I was thinking, the graphics side could request the atlas canvas from the gpu but not care if it is larger than requested. I'm on an NVidia 1060 which is mildly dated, but by no means a "low-end" gpu. I may not be able to reproduce the error if it won't return a 2048 surface for the atlas....
- Sat Aug 12, 2023 9:19 pm
- Forum: Modding interface requests
- Topic: Icon or text indicating mod is zip or folder in game
- Replies: 2
- Views: 414
Re: Icon or text indicating mod is zip or folder in game
You saying that some mods didn't update after updating makes it sound related to a bug where version selection (and all other mod versions in general) is ignored if there is an unversioned folder of the mod. No, sorry, there simply wasn't a newer version. For some reason I did extract the mod. I ma...
- Fri Aug 11, 2023 11:16 pm
- Forum: Minor issues
- Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Replies: 11
- Views: 1468
Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Strange. I am on a UHD screen, which I would not expect to matter but I don't know.
Attaching an image:
Attaching an image:
- Fri Aug 11, 2023 11:07 pm
- Forum: Minor issues
- Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Replies: 11
- Views: 1468
Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
Fortunately had the mods downloaded, and in the json I see this: "hr_version": { "filename": "__space-exploration-graphics__/graphics/entity/gate/hr/fragment-14-a.png", "width": 832, "height": 2176, One assumption later: (that since the game atlas si...
- Fri Aug 11, 2023 10:10 pm
- Forum: Modding interface requests
- Topic: Icon or text indicating mod is zip or folder in game
- Replies: 2
- Views: 414
Icon or text indicating mod is zip or folder in game
I was updating+loading some mods I don't normally have active, and, one not updated was extracted which could've caught me by surprise, had I made changes. It turned out I hadn't edited the mod after unzipping, but I didn't realize until I was closely inspecting which mods did and did not update, an...
- Fri Aug 11, 2023 9:36 pm
- Forum: Minor issues
- Topic: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
- Replies: 11
- Views: 1468
Re: [1.1.88] Dump commands failing with Combat Mechanics Overhaul
I am unable to reproduce on Windows and version 1.1.88, with normal graphics or 'high' set, and factorio.exe --dump-data in the bin/x64 directory. Mods are default settings, current SE + Combat Mechanics Overhaul (optional dependency). Alien Biomes puts the mods and version in the log: 2.432 Script ...
- Wed Jul 05, 2023 10:38 pm
- Forum: Modding interface requests
- Topic: Using LuaSurface.find_nearest_enemy* with min_distance
- Replies: 6
- Views: 824
Re: Using LuaSurface.find_nearest_enemy* with min_distance
I did not see shooting_state before, thanks. Strange. I see it's in the bottom of a LuaEntity, and I searched for many different terms...
- Mon Jul 03, 2023 12:03 am
- Forum: Modding interface requests
- Topic: Using LuaSurface.find_nearest_enemy* with min_distance
- Replies: 6
- Views: 824
Re: Using LuaSurface.find_nearest_enemy* with min_distance
The vehicle having equipment grids with lasers would work for detecting nearby enemies... And ironically might make sense in context (equipping the vehicle with an auto-attack sensor). However many equipments it takes to attack only on min-range on some weapon, swapping out as needed. *Can* vehicles...
- Sun Jul 02, 2023 5:13 pm
- Forum: Modding interface requests
- Topic: Using LuaSurface.find_nearest_enemy* with min_distance
- Replies: 6
- Views: 824
Re: Using LuaSurface.find_nearest_enemy* with min_distance
For the "find within circular radius" part, find_entities_filtered can take only a radius and position, and the enemies of the force can be gotten by using force.is_enemy() against game.forces, and is_military_target ... and more logic for minimum, supposing An alternative is a turret. The...
- Sun Jun 25, 2023 9:33 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84052
Re: Documentation Improvement Requests
https://lua-api.factorio.com/1.1.83/LuaEntityPrototype.html#LuaEntityPrototype.running_speed running_speed :: double? Read The current movement speed of this character, including effects from exoskeletons, tiles, stickers and shooting. Can only be used if this is Character This is a prototype. Surel...
- Tue May 30, 2023 2:58 am
- Forum: Technical Help
- Topic: Render in native screen resolution
- Replies: 1
- Views: 429
Render in native screen resolution
Does render-in-native-resolution=false do anything? I was hoping to get to choose a rendering resolution but nope.
- Sat May 20, 2023 4:57 pm
- Forum: Fixed for 2.0
- Topic: [1.1.80] "Open character logistics" key not working properly in multiplayer
- Replies: 2
- Views: 780
Re: [1.1.80] "Open character logistics" key not working properly in multiplayer
Adding: this doesn't happen in multiplayer if you're hosting the game, but does if you join a game.
- Sat May 20, 2023 4:43 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84052
Re: Documentation Improvement Requests
LogisticParameters is missing the nil interpretations. min is 0 by default, and max is infinite
-> Thanks, added to the docs with 1.1.102.
- Sat May 20, 2023 4:39 pm
- Forum: Fixed for 2.0
- Topic: [1.1.80] set_request_slot does not allow a count of 0
- Replies: 3
- Views: 962
Re: [1.1.80] set_request_slot does not allow a count of 0
set_request_slot is for requester chests, which can't auto-trash. It's more of a bug that the function works on non-requesters, though it's probably there for legacy reasons. https://lua-api.factorio.com/1.1.80/LuaControl.html#LuaControl.set_vehicle_logistic_slot --> LogisticParameters :: table Tabl...
- Sat May 20, 2023 4:30 pm
- Forum: Not a bug
- Topic: Slight offsetting of resource graphics for no reason
- Replies: 1
- Views: 460
Slight offsetting of resource graphics for no reason
Having a resource without shift or anything results in graphically shifted autoplace entities Example: local stages = data.raw.resource["crude-oil"].stages stages.sheet = { width = 124, height = 132, filename = "__base__/graphics/entity/crash-site-spaceship/spaceship-wreck-big-2.png&q...
- Fri May 19, 2023 12:10 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 84052
Re: Documentation Improvement Requests
LuaGameScript.get_entity_by_tag - what does it do? That's for getting a tag set by clicking an entity and entering a tag while in `/editor` or Map Editor. Related, from Discord discussions: [code]boskid — 06/24/2022 2:14 AM value from "entity tag" inside of AdditionalEntityInfoGui will be...