Thanks for the report.
Fixed for 2.0.32
Search found 5441 matches
- Fri Jan 17, 2025 4:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Worms can exceed their range and projectile count (Reopened)
- Replies: 6
- Views: 6858
- Tue Jan 14, 2025 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.28] Specific tree trunk may flicker when moving and zoomed out
- Replies: 1
- Views: 1005
Re: [posila] [2.0.28] Specific tree trunk may flicker when moving and zoomed out
Thanks for the report and thank you for the detailed info (had you not mentioned you did not encountered this prior 2.0.28, I would have sorted it into Minor issues without investigating it too deeply)
Fixed for 2.0.31
Fixed for 2.0.31
- Tue Jan 14, 2025 12:28 pm
- Forum: Technical Help
- Topic: [2.0.28] Crash confirming fullscreen change (GraphicsInterfaceOpenGL::drawIndexed) [Fedora, nVidia native driver]
- Replies: 2
- Views: 386
Re: [2.0.28] Crash confirming fullscreen change (GraphicsInterfaceOpenGL::drawIndexed)
Hello, the crash happens deep in OpenGL/graphics driver, so I don't know how to fix it from our side.
From the log, I can see you have only 3 GB VRAM
If you are able to run the game, can you go to the graphics settings and set Sprite resolution to Medium, restart the game and see if the crash still ...
From the log, I can see you have only 3 GB VRAM
If you are able to run the game, can you go to the graphics settings and set Sprite resolution to Medium, restart the game and see if the crash still ...
- Mon Jan 13, 2025 3:28 pm
- Forum: Duplicates
- Topic: [2.0.13][SA] When riding a rocket into space, quality icons on inserter filters are visible over starry background
- Replies: 1
- Views: 281
- Mon Jan 13, 2025 12:27 pm
- Forum: Duplicates
- Topic: [posila] [2.0.15] Quality filter/indicator < > shown in background on takeoff
- Replies: 8
- Views: 1706
Re: [posila] [2.0.15] Quality filter/indicator < > shown in background on takeoff
Thanks for the report.
Original report is fixed in 2.0.30 (https://forums.factorio.com/125109)
I noticed something similar with display panels. The text will still show from the starting surface even if nothing else is visible in the stars.
This will be fixed for 2.0.31 (https://forums.factorio ...
Original report is fixed in 2.0.30 (https://forums.factorio.com/125109)
I noticed something similar with display panels. The text will still show from the starting surface even if nothing else is visible in the stars.
This will be fixed for 2.0.31 (https://forums.factorio ...
- Mon Jan 13, 2025 12:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet
- Replies: 3
- Views: 850
Re: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving pla
Thanks for the report.
Rendering fixed for 2.0.31 under 120496
Rendering fixed for 2.0.31 under 120496
- Mon Jan 13, 2025 12:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][2.0.16][Space Age] Display panel text overlaps onboard rocket launch cinematic
- Replies: 4
- Views: 1657
- Thu Jan 09, 2025 9:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.29] Performance issue on gleba
- Replies: 2
- Views: 433
Re: [2.0.29] Performance issue on gleba
Hello, thanks for the report.
Can you reproduce it also with Texture compression graphics option set to High quality? At the moment, you have it disabled, which makes all Space Age and mod sprite atlases take up over 10 GB (so we don't even offer this option in the graphics settings), but you have ...
Can you reproduce it also with Texture compression graphics option set to High quality? At the moment, you have it disabled, which makes all Space Age and mod sprite atlases take up over 10 GB (so we don't even offer this option in the graphics settings), but you have ...
- Thu Jan 09, 2025 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.28] LuaRenderObjects with a robot as target follow the "real robot", not the rendered one.
- Replies: 1
- Views: 1282
Re: [posila] [2.0.28] LuaRenderObjects with a robot as target follow the "real robot", not the rendered one.
Thanks for the report.
Fixed for 2.0.30.
LuaRenderObjects will use target render position, so the change will affect other things too (like rolling stocks on elevated rails or spidertron)
Fixed for 2.0.30.
LuaRenderObjects will use target render position, so the change will affect other things too (like rolling stocks on elevated rails or spidertron)
- Thu Jan 09, 2025 9:11 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.29] crash to desktop without animation repeat_count defined
- Replies: 1
- Views: 1028
Re: [posila] [2.0.29] crash to desktop without animation repeat_count defined
Thanks for the report.
Animation definition using "stripes" causes crash when trying to compose the error message about mismatch in frame count.
Fixed for 2.0.30
Animation definition using "stripes" causes crash when trying to compose the error message about mismatch in frame count.
Fixed for 2.0.30
- Tue Jan 07, 2025 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][2.0.28] Crash in mod selection "TileBatchRenderLogic.cpp:287: Tile renderer doesn't support virtual texturing."
- Replies: 8
- Views: 2701
Re: [posila][2.0.28] Crash in mod selection "TileBatchRenderLogic.cpp:287: Tile renderer doesn't support virtual texturi
Thanks for the report.
Fixed for 2.0.30
Fixed for 2.0.30
- Tue Jan 07, 2025 10:46 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.28] Quality filter comparitors do not dim at night
- Replies: 3
- Views: 1517
Re: [posila] [2.0.28] Quality filter comparitors do not dim at night
Thanks for the report.
Fixed for 2.0.30
Fixed for 2.0.30
- Mon Jan 06, 2025 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][2.0.28] Crash in mod selection "TileBatchRenderLogic.cpp:287: Tile renderer doesn't support virtual texturing."
- Replies: 8
- Views: 2701
- Mon Jan 06, 2025 4:33 pm
- Forum: Duplicates
- Topic: [2.0.28] Menu simulation crash [with Cerys]
- Replies: 4
- Views: 800
Re: [2.0.28] Menu simulation crash [with Cerys]
Thanks for the report.
Duplicate: 125106
Duplicate: 125106
- Mon Jan 06, 2025 4:09 pm
- Forum: Not a bug
- Topic: [2.0.28] Spidertron path line renders behind certain entities
- Replies: 1
- Views: 239
Re: [2.0.28] Spidertron path line renders behind certain entities
Thanks for the report.
Works as intended.
Works as intended.
- Mon Jan 06, 2025 3:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.28] Crash caused by a divide by 0 when line_length = 0 in a sprite sheet
- Replies: 1
- Views: 1092
Re: [posila] [2.0.28] Crash caused by a divide by 0 when line_length = 0 in a sprite sheet
Thanks for the report.
Fixed for 2.0.30
Fixed for 2.0.30
- Mon Jan 06, 2025 1:11 pm
- Forum: Won't fix.
- Topic: [2.0.28] Chemical plant rendered/drawn on top of solar panel
- Replies: 1
- Views: 417
Re: [2.0.28] Chemical plant rendered/drawn on top of solar panel
Thanks for the report.
We won't fix this.
We won't fix this.
- Mon Jan 06, 2025 12:07 pm
- Forum: Technical Help
- Topic: [2.0.21] Crash on Vulcanus: Linux amd64 Intel Integrated Graphics
- Replies: 12
- Views: 1532
Re: [2.0.21] Crash on Vulcanus: Linux amd64 Intel Integrated Graphics
Oh, cool. I am glad to hear BIOS update fixed the crashes.
Resolution scaling option is not done yet, sorry.
Outside of the context of worms though, performance in terms of framerate seems to be down quite a bit, was seeing 40-55 FPS before and I'm generally hovering around 25FPS now. Not sure if ...
Resolution scaling option is not done yet, sorry.
Outside of the context of worms though, performance in terms of framerate seems to be down quite a bit, was seeing 40-55 FPS before and I'm generally hovering around 25FPS now. Not sure if ...
- Mon Jan 06, 2025 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Biolabs Animation Low Framerate
- Replies: 6
- Views: 900
Re: [2.0.21]Biolabs Animation Low Framerate
Alright, I moved the thread to Ideas and Suggestions. I think reasonable compromise could be to separate the rotating centrifuge animation to separate layer with double framerate.
- Mon Dec 23, 2024 3:50 pm
- Forum: Off topic
- Topic: Question to the devs about rendering methods
- Replies: 2
- Views: 4749
Re: Question to the devs about rendering methods
Hello,
Yes, I am aware of the technique. I didn't know Original War was using it, but I am aware of Original War (and when I first saw Factorio, I assumed it was going to be similar RTS). I know kovarex and Tomas chose 2D because they wanted the game to be about large scale factories, and thought 2D ...
Yes, I am aware of the technique. I didn't know Original War was using it, but I am aware of Original War (and when I first saw Factorio, I assumed it was going to be similar RTS). I know kovarex and Tomas chose 2D because they wanted the game to be about large scale factories, and thought 2D ...