Search found 5195 matches
- Sun Jan 22, 2023 12:27 pm
- Forum: Not a bug
- Topic: [1.1.76] What is the blending mode for LuaRendering color?
- Replies: 1
- Views: 699
Re: [1.1.76] What is the blending mode for LuaRendering color?
Oh, it seems you spent lot of time on this, I am sorry 🙈 Expectation: Rendering's color to behave like tint, and the default blendmode to be: normal . Rendering's color behaves the same as tint does. This is clear that *just* changing the color results in an increase in opacity, the more white the c...
- Thu Dec 01, 2022 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 2634
Re: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Some specific things (like smoke) test for transparency level being very close to being completely transparent, but general sprite drawing doesn't. I don't think machines that have working visualizations will generate that many sprites for it to matter.
- Thu Dec 01, 2022 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 2634
Re: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Fixed/changed for 1.1.73
- Wed Nov 30, 2022 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Unnecessary pop-up reuse
- Replies: 3
- Views: 1323
Re: Unnecessary pop-up reuse
It's not a bug. So I am moving it back to ideas and suggestions. People forget they chose some specific version and then report bugs about the game not updating. Also if you want to stay on a specific version, I suggest you download it from the website as older builds get deleted sooner or later (ex...
- Wed Nov 30, 2022 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
- Replies: 5
- Views: 2634
Re: [1.1.72] recipe.crafting_machine_tint unexpected results with transparent black
Some programmer tried to be smart (me) and thought nobody will need to tint anything by {0,0,0,0}, because that would make it invisible, therefore the sprite wouldn't need to be there in the first place. So I used 0,0,0,0 as signal value, to indicate the value was not set in the prototype and we sho...
- Mon Nov 28, 2022 9:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.72] Graphical artefacts on MacOS with arm builds
- Replies: 11
- Views: 4623
Re: [1.1.72] Graphical artefacts on MacOS with arm builds
It only happens with Video memory usage set to something lower than All, so as a workaround, until it is fixed, ou can change the setting in the graphics options (and restart the game)
- Sun Nov 27, 2022 1:29 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 29128
Re: Friday Facts #371 - Apple Silicon
Now I hope that the game not only performs better - and have a much smaller energy footprint, but also let me build bigger factories before hitting the RAM limit. When it does, it is still playable, however it become a lot slower and creates a huge wear on the internal SSD. I know that the most via...
- Sat Nov 26, 2022 3:10 pm
- Forum: News
- Topic: Friday Facts #371 - Apple Silicon
- Replies: 60
- Views: 29128
Re: Friday Facts #371 - Apple Silicon
Thanks - now its time to raise Factorio to the iPad (with keyboard) - is it? Last time I had to deal with releasing an app on the App Store, it was not allowed to run scripts downloaded from the Internet. If they still have this rule, that would mean no mods like on Switch, and it could also cause ...
- Mon Nov 21, 2022 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 3104
- Thu Nov 17, 2022 10:07 am
- Forum: News
- Topic: Factorio for Nintendo Switch is now available!
- Replies: 27
- Views: 13072
- Wed Nov 16, 2022 9:12 am
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 3104
Re: Factorio in web assembly
... doing such boring ... I don't want to do boring stuff :D But if anyone on the team is interested in making this work, they can put time towards it if they want to. But I wouldn't expect it to happen anytime soon or possibly ever :( Also I was interested in performance of WebAssembly, and it's h...
- Tue Nov 15, 2022 7:58 pm
- Forum: Technical Help
- Topic: High resolution sprites in GeForce Now
- Replies: 11
- Views: 2591
Re: High resolution sprites in GeForce Now
I'm not sure I understand what you want to know here. In the Factorio graphics settings "Sprite Resolution" says "Normal". I can change it to high, but when I exit and re-launch the game it is back to "Normal" again. I just wanted you to the button "circled" ...
- Tue Nov 15, 2022 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 3104
Re: Factorio in web assembly
Either ways, you have to wait. I agree. The browser wouldn't magically download 1.5 GB of assets faster than the ZIP file, so you'd have to wait for the browser hosted version too :D Anyway, we use SDL but are not completely built on top of SDL. Meaning, we'd have to port at least rendering to WebG...
- Mon Nov 14, 2022 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Factorio in web assembly
- Replies: 10
- Views: 3104
- Mon Nov 14, 2022 10:58 pm
- Forum: Technical Help
- Topic: High resolution sprites in GeForce Now
- Replies: 11
- Views: 2591
Re: High resolution sprites in GeForce Now
On PC with 8 GB RAM and 2 GB VRAM it defaults to high res (and I believe GeForce NOW machines have better specs than that). What does the setting change to if you reset graphics options to default? That will show what it defaulted to. I doubt their support person will have access to do anything abou...
- Fri Oct 28, 2022 7:35 pm
- Forum: Technical Help
- Topic: High resolution sprites in GeForce Now
- Replies: 11
- Views: 2591
Re: High resolution sprites in GeForce Now
The HW is good enough for the game to default to high-res sprites. When I investigated it, I found out, Nvidia forces it to normal in our config.ini
- Fri Oct 28, 2022 7:31 pm
- Forum: News
- Topic: Factorio for Nintendo Switch is now available!
- Replies: 27
- Views: 13072
Re: Factorio for Nintendo Switch is now available!
When are you pushing the 1.1.70 update to the switch so that we can actually use the cross platform capabilities without having to tech non computer literate people how to downgrade there version of factorion on pc. We were trying to have matching stable version on PC on Switch release date, but I ...
- Tue Oct 25, 2022 8:51 am
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 42944
Re: Why are you guys so pressed?
The more often, the more feedback. It’s a lot of extra work to handle this feedback, but it’s worth it. I feel scarred for life from responses to some changes ... 0.17 oil change, color correction pass on sprites and removal of pick axe come to my mind immediatelly. But there was more, I think. The...
- Thu Oct 06, 2022 11:00 am
- Forum: Not a bug
- Topic: [1.1.69] Alt icons rendering on top of player / spidertron
- Replies: 5
- Views: 1376
Re: [1.1.69] Alt icons rendering on top of player / spidertron
Unfortunatelly, drawing of the overlay is handled in special way and exploits the fact that it is drawn over all normal obejcts, mainly to optimize rendering of the dark-background outline. The outlines are also rendered first, before the icons are, so that it doesn't occlude other icons that might ...
- Thu Oct 06, 2022 9:26 am
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 61546
Re: Add SRV Record support
Also consider registering UDP port 34197 for Factorio, since that's the same form. It's similarly bad practice to use an unregistered port by default (really, modern software should be using dynamic ports until configured otherwise, with SRV/SVCB records if you don't want to make people specify por...