Search found 5195 matches

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: 1162

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.
by posila
Wed Sep 28, 2022 10:35 am
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1743

Re: Allow "alt" control key to work in the background scenes in the main menu

You can turn the whole animation stuff off. When I remember correctly there is a small button in the right corner. Then it displays just a 3d-rendered background image. Background animation can be turned off (I think in the graphics settings.) What I am confused about is what are the possibilities ...
by posila
Wed Sep 28, 2022 7:18 am
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1743

Re: Allow "alt" control key to work in the background scenes in the main menu

They don't even draw health bars, so no. It's supposed to look clean and we don't want sprites to be covered by overlays. Like, the trailers are not rendered with alt-mode active either. Intentionally.
ssilk wrote:
Wed Sep 28, 2022 5:10 am
What should then happen, if you turned the background animation off?
What do you mean?
by posila
Tue Sep 27, 2022 1:21 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 26843

Re: Friday Facts #370 - The journey to Nintendo Switch

Typically, if they're using a backend (I've heard they use SDL?) that supports Metal, they get it "for free." For example, Minecraft uses Metal because LWJGL supports it. We don't use SDL for any rendering and have our own D3D and OGL rendering backends. At the time we were migrating to S...
by posila
Mon Sep 26, 2022 12:50 pm
Forum: Won't fix.
Topic: [1.1.69] Worms spitting fire (instead of acid)
Replies: 5
Views: 2281

Re: [1.1.69] Worms spitting fire (instead of acid)

Interesting, thanks for the follow up. I didn't know the projectile would trigger its action with the original shooter as the source. I can see there is legit use case for this ... I try to think about possibility of fix (easiest would be to provide some option to stream action delivery, to trigger ...
by posila
Sun Sep 25, 2022 4:05 pm
Forum: Outdated/Not implemented
Topic: Factorio on Stadia please
Replies: 20
Views: 7718

Re: Factorio on Stadia please

Stadia is closed platform. As far as I know, the only way to play a game on it is to buy in Stadia store. The games have to be built against Stadia SDK (I suppose). As far as I was able to find, the games have to be using Vulkan for rendering. We don't have Vulkan rendering backend, which we don't h...
by posila
Tue Sep 20, 2022 12:22 pm
Forum: Won't fix.
Topic: [1.1.69] Worms spitting fire (instead of acid)
Replies: 5
Views: 2281

Re: [1.1.69] Worms spitting fire (instead of acid)

It indeed is bug, thanks for the report. The cause is trigger_from_target = true, This makes the flamethrower-fire-stream to be created as if it was shot by the worm, including it registering as worm's fluid stream. Since worm has attack_parameters.type = "stream", it will just keep its ex...
by posila
Mon Sep 19, 2022 7:50 am
Forum: Technical Help
Topic: [1.1.69] Low FPS/High UPS
Replies: 4
Views: 1261

Re: [1.1.69] Low FPS/High UPS

Hello, I am afraid the GPU is too weak to render the game at 60 FPS. Disabling tree animation and water animation should improve things a little bit. I would also set Video memory usage to "all" (the card has enough VRAM) and Max texture size to 4096 or 8192. Maybe you'll be able to get mo...
by posila
Mon Aug 15, 2022 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.65] Loaders don't pull/push into beacons after filling/emptying
Replies: 5
Views: 1370

Re: [1.1.65] Loaders don't pull/push into beacons after filling/emptying

Hello, thanks for the report.
I am inclined to mark this as "minor issue."
What is purpose of this setup (or any setup that inserts/removes modules using loaders?)
by posila
Fri Jul 29, 2022 4:06 pm
Forum: Releases
Topic: Version 1.1.63
Replies: 9
Views: 11914

Re: Version 1.1.63

JoneKone wrote:
Fri Jul 29, 2022 12:52 pm
What happened to

"Added Wayland driver for the SDL video backend."
It turns out, I, in fact, didn't add/enable it properly, so it's still not there.
by posila
Fri Jul 29, 2022 11:16 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.59] Can not launch on Wayland compositor
Replies: 14
Views: 4647

Re: [posila] [1.1.59] Can not launch on Wayland compositor

You mean launching Factorio with environment variable SDL_VIDEODRIVER=wayland? Correct. The log looks identical even when that environment variable is set. Oh, I actually didn't define the most important macro to enable it 🤦 And when I do, it doesn't "just compile" anymore ... so it'll be...
by posila
Thu Jul 28, 2022 6:27 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.59] Can not launch on Wayland compositor
Replies: 14
Views: 4647

Re: [posila] [1.1.59] Can not launch on Wayland compositor

I have tried the workarounds that ptx0 posted originally, but they had no effect. You mean launching Factorio with environment variable SDL_VIDEODRIVER=wayland? Interestingly, Factorio appears to be using OpenGL instead of Vulkan. Not sure why that is. We have only Direct3D and OpenGL backends (we ...
by posila
Wed Jul 27, 2022 11:02 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.59] Can not launch on Wayland compositor
Replies: 14
Views: 4647

Re: use-flip-presentation-model fixes XWayland on hybrid graphics

one thing I then tried was flip-presentation-model = true, which resolved the performance issues in XWayland for both NVIDIA and AMDGPU. in fact, with flip-presentation-model, the game is more smooth than I've ever seen it on Linux before. no more periodic hitching, and FreeSync / G-Sync are workin...
by posila
Mon Jul 18, 2022 6:35 am
Forum: Implemented mod requests
Topic: Allow different frame counts if one of them is 1
Replies: 7
Views: 2306

Re: Allow different frame counts if one of them is 1

I don't remember when it was added, but there is also repeat_count which is made for exactly this purpose. Final frame count will be frame_count * repeat_count, so in this case, the shadow would have repeat_count = 32
by posila
Thu Jul 14, 2022 2:24 pm
Forum: Technical Help
Topic: Crashing at 40% cropping bitmaps
Replies: 5
Views: 2615

Re: Crashing at 40% cropping bitmaps

Open Factorio properties in Steam Library and set launch options to

Code: Select all

--graphics-quality=normal

That should allow the game to start to menu. If not, try

Code: Select all

--low-vram
by posila
Wed Jun 08, 2022 9:50 am
Forum: General discussion
Topic: Should Construction Robots Prioritze Storage Chests ?
Replies: 35
Views: 9789

Re: Should Construction Robots Prioritze Storage Chests ?

Do you think more people profit from the shorter distance while building, compared to the work, using logic, to keep the storage clean ? Well, I think bots traveling shorter distance is generally good, as it makes blueprints being built faster and consumes less electricity on bot recharging, so it ...
by posila
Tue Jun 07, 2022 1:39 pm
Forum: General discussion
Topic: Should Construction Robots Prioritze Storage Chests ?
Replies: 35
Views: 9789

Re: Should Construction Robots Prioritze Storage Chests ?

Currently, construction bots try to find the chest that is the closest to the ghost they want to rebuild. Idea is, that players want to bluprints to be built fast, so construction robots shouldn't travel over large distances (system that manages this is still pretty simple, though, so it's not that ...
by posila
Tue Jun 07, 2022 11:41 am
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 16748

Re: Version 1.1.60

I would expect when there is a new experimental release it would be available as 'latest experimental' and 'experimental (version number)'. This would allow us to fix on a specific release at the point it is released. Well, that's the case. But, also ... if you need to fix on a specific release, do...
by posila
Tue Jun 07, 2022 10:23 am
Forum: Releases
Topic: Version 1.1.60
Replies: 15
Views: 16748

Re: Version 1.1.60

Shingen wrote:
Tue Jun 07, 2022 10:12 am
the "latest (1.1.59)" is 1.1.60. they forgot to rename it.
Steam started to give me 503 bad gateway when I was about to rename it and I forgot to try again.

Anyway ... 1.1.x is the latest experimental version, no matter what version it says in the description.
by posila
Mon Jun 06, 2022 10:01 am
Forum: Technical Help
Topic: [1.1.59] Factorio not launching on OS X El Capitan
Replies: 2
Views: 733

Re: [1.1.59] Factorio not launching on OS X El Capitan

We probably won't be actively supporting deprecated macOS versions anymore. You can download version https://factorio.com/get-download/1.1.49/alpha/osx (which is the same version as the demo on Steam), or e-mail us to support@factorio.com and ask for a refund. I apologize for the inconvenience.

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