From version to version I see the same picture. After switching a tab in Debug settings dialog it becomes broken: the tab goes out of the dialog and can't be scrolled.
In 0.18.34 I could fix it just by reopening the dialog. But in 0.18.36 it remains broken even after that manipulation.
Search found 41 matches
- Sun Jul 26, 2020 2:50 pm
- Forum: Pending
- Topic: [0.18.36] "Debug settings" dialog is broken
- Replies: 7
- Views: 1539
- Thu Jun 04, 2020 10:31 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
Re: [0.18.26] Font sometimes breakes in Save/Load dialogs
OK. I can agree that Intel graphics drivers are not perfect. But the single case is not a reason to ignore it. An interesting thing is that the same names of saved games look differently when different languages are set (see screenshot). It looks like different fonts are used for those labels. Could...
- Wed Jun 03, 2020 6:17 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
Re: [0.18.26] Font sometimes breakes in Save/Load dialogs
It's strange in that it fixes itself without restarting the game. Probably some intel graphics driver issue. However, your laptop has also dedicated nvidia card in it, so the game should not run on the integrated Intel GPU. You might need to open nVidia Control Panel and set High Performance profil...
- Wed Jun 03, 2020 5:00 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
Re: [0.18.26] Font sometimes breakes in Save/Load dialogs
It seems the problem was due one of the graphics settings. By default "Video memory usage" parameter was set to "High" option. I changed it to "Medium" value and after that the artefacts didn't appear anymore.
Please check that.
Please check that.
- Thu May 28, 2020 11:06 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
Re: [0.18.26] Font sometimes breakes in Save/Load dialogs
Wait β¦ you say Windows 7? You do know that Windows 7 is no longer supported by Microsoft, and most likely you will run into a lot of issues in the near future. 1. You aren't the developer to really know where the root of the issue is. 2. I know that Windows 7 is no longer supported by Microsoft. So...
- Thu May 28, 2020 10:56 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
Re: [0.18.26] Font sometimes breakes in Save/Load dialogs
Forgot to attach a log-file.
- Thu May 28, 2020 10:27 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
Re: [0.18.26] Font sometimes breakes in Save/Load dialogs
No problem.
P.S. I use the latest Intel graphics driver available for my Windows 7.
P.S. I use the latest Intel graphics driver available for my Windows 7.
- Thu May 28, 2020 9:01 pm
- Forum: Technical Help
- Topic: [0.18.26] Font sometimes breakes in Save/Load dialogs
- Replies: 12
- Views: 2056
[0.18.26] Font sometimes breakes in Save/Load dialogs
Sometimes this issue appears in Save/Load dialogs. It is strange but switching between the applications restores the labels for some period of time.
- Wed May 27, 2020 9:06 pm
- Forum: Not a bug
- Topic: [0.18.26] "Mass production 1" achievement after starting a new game
- Replies: 1
- Views: 360
[0.18.26] "Mass production 1" achievement after starting a new game
I've have started a new game (see the screenshot). After a while I got "Mass production 1" achievement. Unfortunately I didn't have time to take a screenshot because I was surprised so that notification disappeared. The only explanation I have is that for a short time I loaded an old game ...
- Tue May 19, 2020 1:46 pm
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2531
- Tue May 19, 2020 11:12 am
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2531
Re: [0.18.24] Unpredictable number of science packs preloaded into laboratory
They do. That capacity is large, however. Try to put 1000 red science packs in a lab. You can not. 2 is not the maximum capacity of the lab. it's the number at which inserters will decide "I don't need to load more into here right now." If a lab has 1 red science pack your inserter (which...
- Mon May 18, 2020 6:32 pm
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2531
Re: [0.18.24] Unpredictable number of science packs preloaded into laboratory
But despite the changed stack size, number of preloaded items in the target should be constant (for example, 2 in laboratory or 10 in turret). There are my arguments. Let's assume that a chest can hold 100 items. And 99 items are already loaded in it. So even an inserter can load more than 1 item at...
- Mon May 18, 2020 5:52 pm
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2531
Re: [0.18.24] Unpredictable number of science packs preloaded into laboratory
I've remake the topic according to the rules (version and save file). It seems I understand the reason. Due the increased stack size an inserter could load 1 pack (because only one was on belt at that time) and then load 2 packs (because the stack size eqauls to 2). Sorry sometimes I forget that the...
- Mon May 18, 2020 5:09 pm
- Forum: Gameplay Help
- Topic: [0.18.24] Unpredictable number of science packs preloaded into laboratory
- Replies: 11
- Views: 2531
[0.18.24] Unpredictable number of science packs preloaded into laboratory
I done the research that increases the research speed of laboratories. And after that I spotted that number of science packs preloaded into single laboratory increased from 2 to 3. I thought it had a connection with that research (+50% of speed). But the problem is that 3 science packs are preloaded...
- Mon May 18, 2020 4:37 pm
- Forum: Ideas and Suggestions
- Topic: Support bigger number of channels by constant combinator
- Replies: 3
- Views: 632
Re: Support bigger number of channels by constant combinator
Thank you for the suggestion. At least in my case it is the acceptable solution.
- Mon May 18, 2020 2:50 pm
- Forum: Ideas and Suggestions
- Topic: Support bigger number of channels by constant combinator
- Replies: 3
- Views: 632
Support bigger number of channels by constant combinator
I've made logic to control inserters one at the time that unload science packs of one type in order to avoid overproduction. A factory to make blue science packs contains 24 such inserters because there is the known ratio between different science packs. Now constant combinator supports up 18 channe...
- Sat May 16, 2020 5:44 pm
- Forum: Not a bug
- Topic: Broken flow in undeground pipes
- Replies: 3
- Views: 542
Re: Broken flow in undeground pipes
And what is this intention?
- Sat May 16, 2020 5:05 pm
- Forum: Not a bug
- Topic: Broken flow in undeground pipes
- Replies: 3
- Views: 542
Broken flow in undeground pipes
Fluid doesn't flow through connected underground pipes if a gost of undergroud pipe is placed between them.
- Sat May 16, 2020 4:49 pm
- Forum: Not a bug
- Topic: Railway signal poorly visible behind a station
- Replies: 0
- Views: 336
Railway signal poorly visible behind a station
I placed a railway signal behind a station and was disappointed that I couldn't see its light.
- Fri May 15, 2020 2:55 pm
- Forum: Not a bug
- Topic: Placing an offshore pump using the dropper tool
- Replies: 1
- Views: 726
Placing an offshore pump using the dropper tool
It would be nice to place an offshore pump using Q key on the water. Now in this way I can easily place a mining drill on an ore field or a pumpjack on an oil field.