Search found 299 matches

by Dev-iL
Sat Jun 22, 2019 1:29 pm
Forum: Won't fix.
Topic: [17.50] Possible determinism issue involving belts, worms and lag
Replies: 6
Views: 2599

Re: [17.50] Possible determinism issue involving belts, worms and lag

Rseding91 wrote:
Fri Jun 21, 2019 10:05 pm
Thanks for the report. As it works now when you fall behind the game simulation or your latency changes the game stops belts from moving your character while you catch up.
Ok, thanks for confirming my suspicions.
by Dev-iL
Thu Jun 20, 2019 7:23 am
Forum: Won't fix.
Topic: [17.50] Possible determinism issue involving belts, worms and lag
Replies: 6
Views: 2599

[17.50] Possible determinism issue involving belts, worms and lag

Consider the scenario of standing on a circular belt next to some worms and/or spitters. If standing at the correct radius, one can just stand there indefinitely w/o being hit, as shown below: https://i.imgur.com/3w8uJHO.png As a non-server player participating in MP games, I've encountered a strang...
by Dev-iL
Mon Jun 10, 2019 11:45 am
Forum: Minor issues
Topic: [17.x] Disconnected centrifuge is able to start a recipe
Replies: 2
Views: 1356

[17.x] Disconnected centrifuge is able to start a recipe

Just to clarify, this talks about centrifuges that were never powered to begin with, not ones that ran out of power in the middle of a recipe. Steps to reproduce: 1. Build a centrifuge detached from the electric network. 2. Set a recipe (I personally tested it on Kovarex EP). 3. Put all required ing...
by Dev-iL
Mon Jun 10, 2019 11:15 am
Forum: Resolved Problems and Bugs
Topic: [0.17.48] Possible to put offshore pump on the edge of shallow/deep water
Replies: 3
Views: 2209

[0.17.48] Possible to put offshore pump on the edge of shallow/deep water

As I understand, the shallow (walkable) water terrain should not allow any buildings on top of it, however, it is currently possible to place an offshore pump on the interface between it and water (but not connect any pipes to it).

Image
by Dev-iL
Fri May 24, 2019 1:28 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27571

Re: Friday Facts #296 - All kinds of bugs

...why would this code ever say to make a negative amount of smoke?" So I kept going ... why? ... Because the logic to make those signed integers was "(cycle progress ...) - (last cycle progress ...)" (cycle was < last cycle ... that should never be possible) Because the furnace burn...
by Dev-iL
Fri May 24, 2019 1:14 pm
Forum: Releases
Topic: Version 0.17.43
Replies: 12
Views: 11842

Re: Version 0.17.43

FactorioBot wrote:
Fri May 24, 2019 1:04 pm
Car/tank color keeps the color of the last user.
Hehe... I have to ask - what prompted this change?
by Dev-iL
Fri Apr 05, 2019 4:40 pm
Forum: Not a bug
Topic: [17.25] Equipment grid does not change when changing modular armor types if UI is open
Replies: 3
Views: 1313

Re: [17.25] Equipment grid does not change when changing modular armor types if UI is open

Is it not supposed to be your current armor? Otherwise why make that window attached to the player inventory, and not a popup close to the armor? Something about this GUI is definitely confusing.....
by Dev-iL
Fri Apr 05, 2019 3:49 pm
Forum: Not a bug
Topic: [17.25] Equipment grid does not change when changing modular armor types if UI is open
Replies: 3
Views: 1313

[17.25] Equipment grid does not change when changing modular armor types if UI is open

Steps to reproduce (demonstrated in the animation below): 1) Have some sort of modular armor equipped. 2) Have another sort of modular armor in the inventory. 3) Open character inventory + modular armor UI. 4) While everything is open, take the armor from the inventory and put it in the armor slot. ...
by Dev-iL
Thu Apr 04, 2019 7:03 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 23865

Re: Version 0.17.25

FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Disallowed building train stops in intersections.
What exactly constitutes an "intersection"? Where any two rails meet?
by Dev-iL
Fri Mar 29, 2019 2:05 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][17.22] Some languages don't have names in the interface settings
Replies: 1
Views: 2195

[wheybags][17.22] Some languages don't have names in the interface settings

Some languages don't have a name, but only a code (see image below). There's an inconsistency in language names, where some have an English name, and some have their native name (e.g. the game says "Magyar" and not "Hungarian"; Portuguese has one variant with an English name and...
by Dev-iL
Tue Mar 12, 2019 6:18 pm
Forum: Not a bug
Topic: [0.17.10] Updater bug
Replies: 3
Views: 1132

Re: [0.17.10] Updater bug

Hmm, you're right - I hadn't noticed it was the wrong campaign! I had some old version of Factorio (don't even remember which) and overwrote it with 17.9, then updated to 17.10. So I had some old migration files (which prevented me from joining MP games, which I had to delete manually) and apparentl...
by Dev-iL
Tue Mar 12, 2019 9:14 am
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 307003

Re: [MOD 0.16.x] WaiTex 1.2.3: A HD Texture Pack

zakman wrote:
Mon Mar 11, 2019 8:11 pm
Is WaiTex still relevant now that 0.17 is out?
It might be, especially if the mod creators decide to backport the new 0.17 graphics to 0.16 (some players prefer to stick to 0.16 for various reasons).
by Dev-iL
Mon Mar 11, 2019 8:44 pm
Forum: Not a bug
Topic: [0.17.10] Updater bug
Replies: 3
Views: 1132

[0.17.10] Updater bug

After running into a scenario error in the NPE in 17.9, I decided to give this another go after the update. I updated the game using the auto updater and wanted to start the scenario, but got the following notice: https://i.imgur.com/LC2o5hQ.png 78.999 Loading Level.dat: 324661 bytes. 79.000 Info Sc...
by Dev-iL
Mon Mar 11, 2019 5:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Non-recoverable error in scenario
Replies: 28
Views: 13176

Re: [0.17.9] Non-recoverable error in scenario

This is supposed to be fixed by update 0.17.10: viewtopic.php?f=3&t=67424
by Dev-iL
Mon Mar 11, 2019 3:13 pm
Forum: Duplicates
Topic: [17.9] break the Tutorial it said, just befor it brokes itself!
Replies: 1
Views: 706

Re: [17.9] break the Tutorial it said, just befor it brokes itself!

Regarding the [Farbe=...] issue - this was a localization error by one of the translators who wasn't aware that it shouldn't be translated. I fixed the problematic strings (at least those I could find) on Crowdin. The scenario error is a duplicate of https://forums.factorio.com/viewtopic.php?f=226&a...
by Dev-iL
Sat Mar 09, 2019 4:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Server browser not auto-scrolling when moving with keyboard
Replies: 1
Views: 717

[0.17.9] Server browser not auto-scrolling when moving with keyboard

This report deals with a minor UI inconvenience. I was looking for public servers with good ping, so I opened the public server browser, clicked on one of the servers and started going down one by one using the keyboard. When I reached the end of the visible part of the list and kept going down, inf...
by Dev-iL
Sat Mar 09, 2019 3:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.9] Non-recoverable error in scenario
Replies: 28
Views: 13176

Re: [0.17.9] Non-recoverable error in scenario

Same issue here. Not sure what exactly I did, but I wasn't following the objectives exactly (built a bunch more drills and furnaces than needed, had stone being extracted into a chest and two coal drills feeding each other). IIRC I got the error when placing a mining drill on the iron patch.
by Dev-iL
Sat Mar 02, 2019 4:11 pm
Forum: Ideas and Suggestions
Topic: Omitting unessential parts of term names in the NPE
Replies: 0
Views: 398

Omitting unessential parts of term names in the NPE

TL;DR - the names of some things could be made shorter w/o hurting comprehensibility (see examples in the code blocks at the end) This is a topic I've raised with various developers, so I figured I should make a post for posterity (outside obscure Crowdin issues and chatroom messages): In the NPE t...
by Dev-iL
Fri Mar 01, 2019 2:51 pm
Forum: Won't fix.
Topic: [0.17.x] Dynamic pluralization not working for most strings in RTL languages
Replies: 7
Views: 2096

Re: [0.17.x] Dynamic pluralization not working for most strings in RTL languages

I've made a userscript today that allows to toggle the direction in which Hebrew strings are displayed in Crowdin's translation textareas between LTR and RTL (it's nothing fancy, just change some attribute in of the web control, no bidi(rectional) inversion or anything like that going on). It was me...
by Dev-iL
Fri Mar 01, 2019 6:46 am
Forum: Won't fix.
Topic: [0.17.x] Dynamic pluralization not working for most strings in RTL languages
Replies: 7
Views: 2096

Re: [0.17.x] Dynamic pluralization not working for most strings in RTL languages

I have a similar problem when playing in Polish Hi there! I know for a fact that this is an issue with the localization (a recurring mistake by one of the translators, which they were made aware of ). If the correction hasn't made it into 0.17.3, it will surely happen in one of the next releases. I...

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