That is correct.
Search found 5195 matches
- Tue Jan 11, 2022 1:20 pm
- Forum: Technical Help
- Topic: Why do my lab tiles have noise in the texture?
- Replies: 6
- Views: 2283
- Tue Jan 11, 2022 9:11 am
- Forum: This Forum
- Topic: moderator banned for allowing drug sales in a minors game
- Replies: 4
- Views: 2562
- Sun Jan 09, 2022 5:40 pm
- Forum: Technical Help
- Topic: Why do my lab tiles have noise in the texture?
- Replies: 6
- Views: 2283
Re: Why do my lab tiles have noise in the texture?
Given how GPU texture compression works (https://www.reedbeta.com/blog/understan ... n-formats/) and that we don't do it offline but at startup as fast as possible, #303030 -> #313031 artifact doesn't surprise me.
- Sun Jan 09, 2022 9:31 am
- Forum: Technical Help
- Topic: Why do my lab tiles have noise in the texture?
- Replies: 6
- Views: 2283
Re: Why do my lab tiles have noise in the texture?
My guess is due to low quality texture compression or having full color depth option disabled (neither of which causes this on my end), and due to your particular GPU or graphics driver.
- Wed Dec 15, 2021 7:23 pm
- Forum: Modding interface requests
- Topic: Allow trigger_target_mask to be an empty table
- Replies: 2
- Views: 1113
Re: Allow trigger_target_mask to be an empty table
Not that the request is invalid, but in your particular case, since you seem to create the entity through the script anyway...
https://lua-api.factorio.com/1.1.49/Lua ... structible
https://lua-api.factorio.com/1.1.49/Lua ... structible
- Tue Dec 14, 2021 7:45 am
- Forum: Ideas and Suggestions
- Topic: Autosave timing should arguably use wall clock
- Replies: 10
- Views: 3160
- Mon Dec 13, 2021 3:56 pm
- Forum: Modding discussion
- Topic: [2.0] Upcoming breaking mod changes
- Replies: 18
- Views: 28960
Re: [None] Upcoming breaking mod changes
In 1.1.50 we will remove ReactorPrototype::neighbour_collision_increase and LuaEntityPrototype::neighbour_collision_increase. Reactor entity won't extend its bounding box towards connected neighbour anymore.
- Sun Dec 12, 2021 7:54 am
- Forum: Modding discussion
- Topic: animation_speed doesn't affect corpse animation
- Replies: 2
- Views: 1185
Re: animation_speed doesn't affect corpse animation
Some entitite (turrets being other example that comes to my mind) have <action>_speed properties, in which case, the animation playback speed depends solely on this *_speed property.
1 / <action>_speed = duration of the <action>
1 / <action>_speed = duration of the <action>
- Mon Dec 06, 2021 8:30 am
- Forum: Modding help
- Topic: [1.1.48] Entity with "water-tile" collision also collides with rails
- Replies: 2
- Views: 2210
Re: [1.1.48] Entity with "water-tile" collision also collides with rails
Rail also has "water-tile" collision mask by default: https://wiki.factorio.com/Prototype/Ent ... ision_mask, so this is not a bug.
Moving to modding help.
Moving to modding help.
- Sun Dec 05, 2021 6:04 pm
- Forum: Technical Help
- Topic: Unable to start the demo - Windows 7/10: failed to initialize DirectX - Linux: Failed to create OpenGL context
- Replies: 1
- Views: 996
- Sun Nov 28, 2021 2:58 pm
- Forum: Technical Help
- Topic: factorio.exe goes missing from x64 file
- Replies: 7
- Views: 2280
Re: factorio.exe goes missing from x64 file
It's also impossible for exe to delete itself on Windows. Running executable is locked for any modifications by OS, so it has to be deleted externally.
- Thu Nov 25, 2021 2:17 pm
- Forum: Modding interface requests
- Topic: More than 1 instance of "tile-effect"
- Replies: 6
- Views: 2251
Re: More than 1 instance of "tile-effect"
Sure, I can do that.
- Thu Nov 25, 2021 1:50 pm
- Forum: Not a bug
- Topic: [1.1.48] Logistic network information doesn't update
- Replies: 2
- Views: 1318
Re: [1.1.48] Logistic network information doesn't update
Those items are in trash slots of your character. The character is inside the logistic network area, so the trash items are part of the logistic system content.
- Thu Nov 25, 2021 11:36 am
- Forum: Gameplay Help
- Topic: Underground belts overlay?
- Replies: 2
- Views: 1216
Re: Underground belts overlay?
There is not
- Thu Nov 25, 2021 9:25 am
- Forum: Modding interface requests
- Topic: More than 1 instance of "tile-effect"
- Replies: 6
- Views: 2251
Re: More than 1 instance of "tile-effect"
There are no plans to do further terrain rendering enhancements (like adding capability to have multiple tile-effect instances) in 1.1
- Wed Nov 24, 2021 9:32 am
- Forum: Off topic
- Topic: New RTS game partially based on factorio mechanics
- Replies: 2
- Views: 3183
Re: New RTS game partially based on factorio mechanics
Probably not what you imagined, but ... https://store.steampowered.com/app/977650/DwarfHeim/
- Wed Nov 24, 2021 9:28 am
- Forum: Technical Help
- Topic: High UPS, Low FPS
- Replies: 13
- Views: 8241
Re: High UPS, Low FPS
Hmm, something is really bad since Render preparation is spiking to over 1 second. It is highly multithreaded task (can use all the cores) and it shouldn't take more than 10 milliseconds on zoom levels that the game normally allows. Can you also make a screenshot with just show-gpu-time-usage enable...
- Tue Nov 23, 2021 1:18 pm
- Forum: Modding interface requests
- Topic: [bug?] water_reflection doesn't show on resources
- Replies: 2
- Views: 1618
Re: [bug?] water_reflection doesn't show on resources
water_reflection currently renders only for entities with health (because those have bitmask with some unsed bits which I used to cache a flag marking if reflection is defined or not, as I believe it would add too much performance penalty to query a prototype for this information ... but I am probab...
- Mon Nov 22, 2021 3:44 pm
- Forum: 1 / 0 magic
- Topic: [1.1.46] Crash intermittently on start loading graphics
- Replies: 4
- Views: 2136
Re: [1.1.46] Crash intermittently on start loading graphics
Rseding might have gotten logs mixed up, it is using Direct3D and you have Intel integrated GPU (which technically still is APU, I suppose). The crash happend in Intel graphics driver, in it's own thread, which is completely outside of our control. Your driver version is pretty recent, but there are...
- Fri Nov 19, 2021 1:33 pm
- Forum: Technical Help
- Topic: [1.0] FPS drops with high 'wait for update' time
- Replies: 3
- Views: 1855
Re: [1.0] FPS drops with high 'wait for update' time
In multiplayer, the game will run multiple updates between rendering, if it starts falling behind the server.