Search found 5194 matches

by posila
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: 2067

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.
by posila
Wed Nov 30, 2022 6:33 pm
Forum: Ideas and Suggestions
Topic: Unnecessary pop-up reuse
Replies: 3
Views: 989

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...
by posila
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: 2067

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...
by posila
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: 3752

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)
by posila
Sun Nov 27, 2022 1:29 pm
Forum: News
Topic: Friday Facts #371 - Apple Silicon
Replies: 60
Views: 24789

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...
by posila
Sat Nov 26, 2022 3:10 pm
Forum: News
Topic: Friday Facts #371 - Apple Silicon
Replies: 60
Views: 24789

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 ...
by posila
Mon Nov 21, 2022 12:40 pm
Forum: Ideas and Suggestions
Topic: Factorio in web assembly
Replies: 10
Views: 2129

Re: Factorio in web assembly

duskwuff wrote:
Sat Nov 19, 2022 6:44 pm
a WASM Factorio would still be less resource-constrained than the Switch port (for example)
True
by posila
Thu Nov 17, 2022 10:07 am
Forum: News
Topic: Factorio for Nintendo Switch is now available!
Replies: 27
Views: 10891

Re: Purchased game for PC, does this include the Nin Switch

PowerOnly wrote:
Wed Nov 16, 2022 2:21 am
I have an account through both steam and the Factorio website. Is there a means of installing on Nintendo Switch without having to purchase the game again?
Unfortunatelly, PC purchase doesn't give you access to Nintendo Switch version.
by posila
Wed Nov 16, 2022 9:12 am
Forum: Ideas and Suggestions
Topic: Factorio in web assembly
Replies: 10
Views: 2129

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...
by posila
Tue Nov 15, 2022 7:58 pm
Forum: Technical Help
Topic: High resolution sprites in GeForce Now
Replies: 11
Views: 1895

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" ...
by posila
Tue Nov 15, 2022 2:35 pm
Forum: Ideas and Suggestions
Topic: Factorio in web assembly
Replies: 10
Views: 2129

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...
by posila
Mon Nov 14, 2022 11:20 pm
Forum: Ideas and Suggestions
Topic: Factorio in web assembly
Replies: 10
Views: 2129

Re: Factorio in web assembly

Blay wrote:
Mon Nov 14, 2022 9:06 pm
Because being able to play factorio everywhere without installing anything would be cool! :mrgreen: :mrgreen:
You can already do that by downloadin ZIP package instead of installer.
by posila
Mon Nov 14, 2022 10:58 pm
Forum: Technical Help
Topic: High resolution sprites in GeForce Now
Replies: 11
Views: 1895

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...
by posila
Fri Oct 28, 2022 7:35 pm
Forum: Technical Help
Topic: High resolution sprites in GeForce Now
Replies: 11
Views: 1895

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
by posila
Fri Oct 28, 2022 7:31 pm
Forum: News
Topic: Factorio for Nintendo Switch is now available!
Replies: 27
Views: 10891

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 ...
by posila
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: 116
Views: 25197

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...
by posila
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: 1099

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 ...
by posila
Thu Oct 06, 2022 9:26 am
Forum: Implemented Suggestions
Topic: Add SRV Record support
Replies: 85
Views: 54280

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...
by posila
Thu Sep 29, 2022 6:27 am
Forum: Not a bug
Topic: [1.1.69] Alt icons rendering on top of player / spidertron
Replies: 5
Views: 1099

Re: [1.1.69] Alt icons rendering on top of player / spidertron

Thanks for the report. However this is not a bug. Alt icons are an overlay which is supposed to be visible over things and not be occluded.
Working as intended.

Go to advanced search