Will do, Thanksdrs9999 wrote:Lucky me that I just guessed and did not bet
In that case I would suggest to create a bug-report, preferable with some screenshots
P.S.: I am using 2 different monitors with 2 different resolutions
![Smile :)](./images/smilies/icon_e_smile.gif)
Will do, Thanksdrs9999 wrote:Lucky me that I just guessed and did not bet
In that case I would suggest to create a bug-report, preferable with some screenshots
P.S.: I am using 2 different monitors with 2 different resolutions
Anyone who plugs their laptop into a full-size monitor or a big TV?maysjw wrote:Who on earth uses 2 different size monitors and resolutions..
This is in the mod list on my install, but it's disabled by default.y.petremann wrote:I don't see it, where is it ?kovarex wrote:
- Scripting:
- Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
I'm on linux and I've nothing like that about the trailer.theit8514 wrote:This is in the mod list on my install, but it's disabled by default.y.petremann wrote:I don't see it, where is it ?kovarex wrote:
- Scripting:
- Added trailer mod (data/trailer), that contains map and logic for new Factorio trailer.
Me toomaysjw wrote:Windows is my OS, yes. The primary screen is the first one and they are both the same size monitor and the same resolution. Who on earth uses 2 different size monitors and resolutions.. I'm OCD and that will send me running into the hills.drs9999 wrote:Let me guess: You use windows and your primary screen is not the first one and both (or more) do not have the same resolution?maysjw wrote:This still isn't fixed with multiple monitor setup.
Just to be clear, both monitors are the same make/model/size as well.
so, here's a quick fix for that (I also posted it in the bug report topic, but thought most wouldn't actually look there): direct download, simply remove it once the bugfix version is released. Honestly I'm surprised no one else did this (at least I haven't seen it anywhere if they did)... hm, if I was smart I'd probably make that link be adfly'd but... nahkovarex wrote:If it shoots just one, it is a bug, we did some changes in the triggers logic, probably messed that up.FishSandwich wrote:It seems to be the same with normal shells as well. I really hope it's a bug, otherwise they have SERIOUSLY nerfed shotguns.roman566 wrote:Is this a bug or did you nerf piercing shotgun shells? They do 6 base dmg and fire a single bullet every time I pull the trigger, making shotgun essentially useless.
Neat, sustainable automated coal miningkovarex wrote:[*]Burner inserter will use item with fuel value for itself when it has empty inventory.
hmmm, I'm not a huge fan of larger-surface blinking.[*]Highlighted item in inventory (when hovering over corresponding recipe) is blinking.
I really wonder how such thing can be done.[*]Reduced the saving time (autosave included).
Uh, you have a different code path for regular placing and drag-building placing?[*]Solved that items on ground in the way of electric poles were lost when building by dragging.
[*]Fixed that player wasn't notified about items collected from belts when rebuilding them with different direction.
How sophisticated those difference updates are?Obtainable by the automatic updater as long as you have checked to download experimental releases.
Since sunday it is also donwloadable at https://www.factorio.com/download/experimental.
Ugh, there should have been a bold warning if that's the case.Prezombie wrote:Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong.
I made a little mod to return the powers of two.
Nope, they're not invisible. The lost items are simply not loaded, because the "too large to be a valid stack" splits, takes up 2 inventory slots, and shifts everything down one spot on the list. Repeat with everything in the chest. Then the list gets truncated at the maximum number of inventory slots for the container, and doesn't bother to do anything with the items dropped. Inserter, or mine the chest, those items will be lost.MF- wrote:Ugh, there should have been a bold warning if that's the case.Prezombie wrote:Not only do we need even more chests now, the full chests in previous saved games had more than 20% of their contents deleted. That's just wrong.
I made a little mod to return the powers of two.
Did you try pulling everything out by inserters? Perhaps the rest of the items is just invisible?
We got rid of iostreams and wrote a tiny wrapper around stdio.MF- wrote:I really wonder how such thing can be done.[*]Reduced the saving time (autosave included).
Was most of the time spent composing the data instead of writing it?
Uh, strange, given how fast CPU compared to the disk should be.