Search found 5441 matches

by posila
Mon Dec 02, 2024 11:42 am
Forum: Minor issues
Topic: [2.0.21] Out of map tile weird brick transition
Replies: 2
Views: 426

Re: [2.0.21] Out of map tile weird brick transition

Thanks for the report.
Currently, the tile transitions are defined once per pair of tiles, so transition stone path -> out-of-map is always the same.

The surface has information about what tile is "underneath" the stone path tile, so the path can be mined. It would be possible to change the tile ...
by posila
Mon Dec 02, 2024 11:03 am
Forum: Pending
Topic: [2.0.21] Rail Ramp sprite bug
Replies: 1
Views: 180

Re: [2.0.21] Rail Ramp sprite bug

Hello, thanks for the report.

Similar issue was reported 120049 - which got fixed by the game restart.
And 118934 which was fixed by graphics driver update.

Does the issue persist after restarting the game?
by posila
Fri Nov 29, 2024 2:17 pm
Forum: Won't fix.
Topic: [raiguard][1.1.109][Linux/Wayland/KDE Plasma] Desktop cursor theme is not respected
Replies: 6
Views: 1457

Re: [raiguard][1.1.109][Linux/Wayland/KDE Plasma] Desktop cursor theme is not respected

To be fair, it wouldn't be possible to use SDL3 even if SDL2 would be dynamically linked. They are essentially different libraries.
by posila
Fri Nov 29, 2024 1:42 pm
Forum: Modding interface requests
Topic: Feature Request: Add Optional Chaining (?.) Operator to Factorio Lua
Replies: 7
Views: 723

Re: Feature Request: Add Optional Chaining (?.) Operator to Factorio Lua

Anyway, I think we are focusing on wrong thing here.
The request for a new operator is valid regardless of whether the operator is supported by newer version of Lua or not.
by posila
Fri Nov 29, 2024 12:18 pm
Forum: Modding interface requests
Topic: Feature Request: Add Optional Chaining (?.) Operator to Factorio Lua
Replies: 7
Views: 723

Re: Feature Request: Add Optional Chaining (?.) Operator to Factorio Lua


This is indeed optional chaining in LUA . Some extra LUA lib adds this feature to this. So I would be nice to have an option where you can allow for optional chaining to be a thing.

Is THIS your source?


This is indeed optional chaining in LUA . For example in FiveM if you develop there in ...
by posila
Thu Nov 28, 2024 5:42 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [2.0.10] Graphics bug mirroring biochamber (MR)
Replies: 5
Views: 2387

Re: [posila] [2.0.10] Graphics bug mirroring biochamber (MR)

Thanks for the report.

Fixed for 2.0.24 by adding FluidBox::mirrored_pipe_picture and mirrored_pipe_picture_frozen.
by posila
Thu Nov 28, 2024 9:04 am
Forum: Duplicates
Topic: [2.0.15] Rocket stacks on belt clip into walls
Replies: 1
Views: 262

Re: [2.0.15] Rocket stacks on belt clip into walls

Thanks for the report.
Duplicate: 118827
by posila
Wed Nov 27, 2024 6:15 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [2.0.21] Vulcanus fog updates at lower frequency
Replies: 7
Views: 1842

Re: [posila] [2.0.21] Vulcanus fog updates at lower frequency

No, thank you! For the reporting the issue.

It's fixed for 2.0.23
by posila
Wed Nov 27, 2024 9:14 am
Forum: Duplicates
Topic: [2.0.21] Problem loading mods on Ubuntu 24.04 ("No pictures to put in atlas" error)
Replies: 2
Views: 620

Re: [2.0.21] Problem loading mods on Ubuntu 24.04 ("No pictures to put in atlas" error)

Thanks for the report.
We'll look into it, but setting higher Max texture size in graphics settings should resolve the error (and I think your computer would benefit performance wise from that setting being higher)
by posila
Tue Nov 26, 2024 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [2.0.8] Visual Bug - Black lines in space
Replies: 11
Views: 2222

Re: [posila] [2.0.8] Visual Bug - Black lines in space


Is there any update on a fix for this?

No ETA on fix yet. At the moment, you can disable driver forced 16x Anisotropic filtering in NVidia Control Panel, or if you don't want to give up forcing Anisotropic filtering globally, you can create profile for factorio.exe and set it to Application ...
by posila
Tue Nov 26, 2024 12:31 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [2.0.21] Vulcanus fog updates at lower frequency
Replies: 7
Views: 1842

Re: [2.0.21] Vulcanus Fog

miniroot wrote: Tue Nov 26, 2024 12:47 am Since topic was moved to bug reports, i am adding log file, as it should be in all topics here.
Thanks you for the save and log, I'll try to fix it quickly. In the meantime, you can disable fog in graphics settings.
by posila
Tue Nov 26, 2024 10:44 am
Forum: Resolved Problems and Bugs
Topic: [posila][2.0.21] Some VFX still rendered through fog of war
Replies: 2
Views: 1104

Re: [posila][2.0.21] Some VFX still rendered through fog of war

Thank for very detailed bug report.

Fixed for 2.0.22.

It's caused by bug in new graphics option Occlude light sprites and the bug in code path when the option is disabled. It's disabled by default on your computer, I'll have to look into if it is appropriate default value on your computer, but ...
by posila
Mon Nov 25, 2024 2:26 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [2.0.21] Vulcanus fog updates at lower frequency
Replies: 7
Views: 1842

Re: Vulcanus Fog

Hello, I suspect some floating point precision issue with time parameter in the fog shader, what is playtime on your save?
by posila
Mon Nov 25, 2024 2:23 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.21] Replacing ghost with different quality changes orientation (mirroring)
Replies: 5
Views: 1648

Re: [2.0.21] Replacing ghost with different quality changes orientation (mirroring)

Thanks for the report.
This is currently intended behavior. When building over ghosts, it mirroring and orientation is taken from the cursor. Recipe is copied from the previous ghost, as it's not possible to set recipe for item in cursor (unless it's blueprint, in which case cursor also wins)
by posila
Mon Nov 25, 2024 1:26 pm
Forum: Ideas and Suggestions
Topic: Biolabs Animation Low Framerate
Replies: 6
Views: 888

Re: [2.0.21]Biolabs Animation Low Framerate

Thanks for the report.
I am not artist, I am graphics programmer, and I don't want it to have higher framerate (as in - double the frame count). It's a large entity, entire entity animates (breathing), it's not used everywhere as assembling machine is, it already takes up lot of VRAM, imo.
by posila
Sun Nov 24, 2024 4:53 pm
Forum: Won't fix.
Topic: [2.0.21] bots with an insanely high energy buffer never finish charging
Replies: 2
Views: 623

Re: [2.0.21] bots with an insanely high energy buffer never finish charging

Thanks for the report.
Personally, I am not fan of setting limits like this, to try to disallow modders from shooting themselves into their foot, because it will reduce posibilities to modders who know what they are doing. Because if you set charging_energy on a Roboport to high enough value (and ...

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