Version 0.15.28

Information about releases and roadmap.
User avatar
WIZ4
Fast Inserter
Fast Inserter
Posts: 209
Joined: Thu Apr 07, 2016 1:36 pm
Contact:

Re: Version 0.15.28

Post by WIZ4 »

posila wrote:
WIZ4 wrote:Where to enter window-size ?
If you play on Steam, open Factorio properties in Steam library and click "Set launch options" button.

If you have standalone version, create Factorio shortcut, open properties of the shortcut and add it after factorio.exe in Target.
I tried, but I get an error
Screenshot_7.png
Screenshot_7.png (5.02 KiB) Viewed 5721 times
Screenshot_6.png
Screenshot_6.png (5.36 KiB) Viewed 5721 times
My native language is russian. Sorry if my messages are difficult to read.

posila
Factorio Staff
Factorio Staff
Posts: 5201
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: Version 0.15.28

Post by posila »

Have you opted into 0.15.x beta branch?

It should be either

Code: Select all

--window-size=1680x1050
or

Code: Select all

--window-size 1680x1050
but definitely not

Code: Select all

--window-size = 1680x1050

User avatar
WIZ4
Fast Inserter
Fast Inserter
Posts: 209
Joined: Thu Apr 07, 2016 1:36 pm
Contact:

Re: Version 0.15.28

Post by WIZ4 »

posila wrote:Have you opted into 0.15.x beta branch?

It should be either

Code: Select all

--window-size=1680x1050
or

Code: Select all

--window-size 1680x1050
but definitely not

Code: Select all

--window-size = 1680x1050
Thank you. Problem solved
My native language is russian. Sorry if my messages are difficult to read.

Engimage
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Jun 29, 2016 10:02 am
Contact:

Re: Version 0.15.28

Post by Engimage »

posila wrote:Have you opted into 0.15.x beta branch?

It should be either

Code: Select all

--window-size=1680x1050
or

Code: Select all

--window-size 1680x1050
but definitely not

Code: Select all

--window-size = 1680x1050
And how about

Code: Select all

--window-size maximized
When you gonna implement that?

tenim
Inserter
Inserter
Posts: 31
Joined: Thu Oct 20, 2016 4:09 pm
Contact:

window-size dont work properly

Post by tenim »

the new window size option don´t work properly. he sets the window size probably on the right size but he does´nt set the correct window position. i.e. he centers the window not correct (the entire window with header).

so, i still need nircmd to do this on my 1920x1080 with win7 and the 28 pixel bar on the bottom:

>nircmd.exe cmdwait 7000 win setsize ititle "Factorio 0.15.28" 0 0 1920 1052

pleas add a window position option or center the entire window correct.


the correct look:

Image

the look with the new option:

Image

tenim

posila
Factorio Staff
Factorio Staff
Posts: 5201
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: window-size dont work properly

Post by posila »

@PacifyerGrey @tenim --window-size=maximized will work in 0.15.29

Vxsote
Inserter
Inserter
Posts: 38
Joined: Sat Oct 01, 2016 12:51 am
Contact:

Re: Version 0.15.28

Post by Vxsote »

Optera wrote:The sane approach is to have the render detect overlapping text and place it accordingly.
Dropped by to say this. Basically all of the labels on the map should be deconflicted if possible. But this would be decidedly more work to implement than what we have now. It's also one of those things where to get it just right is almost an art of its own, especially in an area with lots of clutter. It doesn't bother me so much right now, but maybe is something I would expect to be improved before a 1.0 release.

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2915
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: Version 0.15.28

Post by Optera »

Vxsote wrote:
Optera wrote:The sane approach is to have the render detect overlapping text and place it accordingly.
Dropped by to say this. Basically all of the labels on the map should be deconflicted if possible. But this would be decidedly more work to implement than what we have now. It's also one of those things where to get it just right is almost an art of its own, especially in an area with lots of clutter. It doesn't bother me so much right now, but maybe is something I would expect to be improved before a 1.0 release.
What clutter?
Station text shares it's render layer only with map markers. Making sure these two text boxes don't collide by rotating station text around a set corner is a really simple algorithm.

Koub
Global Moderator
Global Moderator
Posts: 7175
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Version 0.15.28

Post by Koub »

Instead of a rotation, I'd more naturally see a translation, with a line, like what Excel does on a pie chart then the slices are too small and you ask data labels to be shown with lines
Koub - Please consider English is not my native language.

Engimage
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Jun 29, 2016 10:02 am
Contact:

Re: window-size dont work properly

Post by Engimage »

posila wrote:@PacifyerGrey @tenim --window-size=maximized will work in 0.15.29
Man you are AWESOME! Thank you a lot!

mrvn
Smart Inserter
Smart Inserter
Posts: 5682
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: Version 0.15.28

Post by mrvn »

realm174 wrote:Maybe an option so that we can click on the train stop, and using the mouse wheel, we can rotate the angle? :lol:
+1 for making it a per train stop setting.

I would also like to have names left aligned(, centered) or right aligned. With double headed trains and end stations it's usually best if the name doesn't overlap the tracks. Depending on the station direction that means a 0° or 90° rotation and left or right aligned text.

MrPlate
Inserter
Inserter
Posts: 22
Joined: Mon Jul 10, 2017 4:42 pm
Contact:

Re: Version 0.15.28

Post by MrPlate »

Jap2.0 wrote:How about we do 22.5 degree train stops so it doesn't mess up people's diagonal or straight stations? (note: this might mess them both up but hopefully not.)
An option to hide unuseful Train stops / Waypoints labels ? may be useful? becouse i think the problem come when you have multiple stations to make the trains wait to be loaded so you can hide all the train stops names and place a custom waypoint called like "Iron mine 1" to name the entire area. it's a possible solution?

mrvn
Smart Inserter
Smart Inserter
Posts: 5682
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: Version 0.15.28

Post by mrvn »

MrPlate wrote:
Jap2.0 wrote:How about we do 22.5 degree train stops so it doesn't mess up people's diagonal or straight stations? (note: this might mess them both up but hopefully not.)
An option to hide unuseful Train stops / Waypoints labels ? may be useful? becouse i think the problem come when you have multiple stations to make the trains wait to be loaded so you can hide all the train stops names and place a custom waypoint called like "Iron mine 1" to name the entire area. it's a possible solution?
+1 on a "hide name" check box. But also train stations with the same name within a certain distance could just show one label.

Nemoricus
Fast Inserter
Fast Inserter
Posts: 175
Joined: Mon Jan 19, 2015 7:48 am
Contact:

Re: Version 0.15.28

Post by Nemoricus »

posila wrote:
Jouquer wrote:Please, make the 45 degrees names a optional. :(
There will be "show-train-stop-names-at-angle" in config.ini in 0.15.29, but it won't be exposed in game GUI yet.
Please make it a full option soon. The 45 degree angle looks bizarre and downright awful.

Post Reply

Return to “Releases”