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
Version 0.10.0
Re: Version 0.10.0
-
- Inserter
- Posts: 28
- Joined: Tue Feb 11, 2014 4:09 am
- Contact:
Re: Version 0.10.0
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..
Also, this can happen if you're cheap and your secondary monitor is just whatever you happen to have lying around.
Re: Version 0.10.0
http://www.factorio.com/download/experimental - Page is empty?
Devs working on it?
Edit: The automatic update works fine...
Devs working on it?
Edit: The automatic update works fine...
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
-
- Smart Inserter
- Posts: 1847
- Joined: Sun Feb 23, 2014 3:37 pm
- Contact:
Re: Version 0.10.0
Does anyone know if the map seed number is stored in the save file anywhere? If so(or not so..) how would I go about finding it? I left it blank assuming it was the map exchange string I needed, but when I input that it spawns me in a random part of the map.
Re: Version 0.10.0
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.
- y.petremann
- Filter Inserter
- Posts: 421
- Joined: Mon Mar 17, 2014 4:24 pm
- Contact:
Re: Version 0.10.0
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.
Re: Version 0.10.0
Hmm, it's on mine and I have a folder data/trailer with an info.json inside it.
Was there an change to how ghosts work? I am not able to place ghosts. I tested in sandbox and unlocking the automated construction technology enables ghosts. This seriously hampers early base layout
Was there an change to how ghosts work? I am not able to place ghosts. I tested in sandbox and unlocking the automated construction technology enables ghosts. This seriously hampers early base layout
Re: Version 0.10.0
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.
Re: Version 0.10.0
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.
off topic: oh, wow, there's actually a limit on quote embedding lol
-
- Burner Inserter
- Posts: 9
- Joined: Sat May 10, 2014 5:00 am
- Contact:
Re: Version 0.10.0
Great update! The new sounds are very nice, being able to rename train stations is fantastic and the new sprite changes look wonderful. Thanks!
Edit: Although, as others have said one way or another, the new stack changes are a good idea but why couldn't they have been rounded up instead of down? A 100 stack of ore, 200 stack of plates, 300 circuits, ect. (Though I do appreciate the slight barrel stack change. Sure it's just from 8 to 10, but those count a lot for my remote .1/s oil fields.)
Edit: Although, as others have said one way or another, the new stack changes are a good idea but why couldn't they have been rounded up instead of down? A 100 stack of ore, 200 stack of plates, 300 circuits, ect. (Though I do appreciate the slight barrel stack change. Sure it's just from 8 to 10, but those count a lot for my remote .1/s oil fields.)
Re: Version 0.10.0
- Map generation string - stores seed and settings for sharing map conditions.
- Clipboard copy & paste (useful for map generation string, updater username, updater password).
- Station names can be changed in the train stop gui.
- Burner inserter will use item with fuel value for itself when it has empty inventory.
- Logistic and Construction robots slowdown to 20% of regular speed when out of energy (instead of dying).
- Cargo wagon can have filters in the inventory.
[
I love these changes!
More stuff to do / adjust your trains is always well recieved and now the burner inserter can actually be used for something. (Maybe the burner inserter should be also able to take the fuel from the fuel slot of a building (the stone furnace for example) to be able to extract the plates from the burner)
Re: Version 0.10.0
Congrats to the release, that's quite a lot of useful improvements.
If my whole inventory would filled with one resource, all of it would be blinking, right?
But ... I suspect way more things will be blinking on my Intel Mobile anyway
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.
Different paths for building and rebuliding?
(I've been told that's not a good idea)
Are they shipping whole files, or even sub-file differences?
Perhaps I could apply them manually instead of redownloading each time
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.
If my whole inventory would filled with one resource, all of it would be blinking, right?
But ... I suspect way more things will be blinking on my Intel Mobile anyway
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.
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.
Different paths for building and rebuliding?
(I've been told that's not a good idea)
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.
Are they shipping whole files, or even sub-file differences?
Perhaps I could apply them manually instead of redownloading each time
-
- Filter Inserter
- Posts: 253
- Joined: Wed Feb 20, 2013 9:35 pm
- Contact:
Re: Version 0.10.0
Suggestion: remove file API, change with load/store api; probably better for multiplayer as well.
Object load(key)
Store(key, object)
Internally key are mod specialized to prevent conflict.
Data is serialized in saves.
Object load(key)
Store(key, object)
Internally key are mod specialized to prevent conflict.
Data is serialized in saves.
Re: Version 0.10.0
Allowing mods to produce various interesting game logs is interesting.
One could make a mod that renders the world into asciiart
Or I could place a pipe where the file would be and send it to a real warning button usb device on my desk
+ generally, it may make debugging mods way easier, since not all the debug output would have to end up on the screen anymore.
One could make a mod that renders the world into asciiart
Or I could place a pipe where the file would be and send it to a real warning button usb device on my desk
+ generally, it may make debugging mods way easier, since not all the debug output would have to end up on the screen anymore.
Re: Version 0.10.0
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.
I made a little mod to return the powers of two.
Re: Version 0.10.0
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?
Re: Version 0.10.0
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?
So back up your saves, and if you're continuing a past map, use my mini mod before loading, or don't update until you've made every container (including your inventory!) at half capacity.
Re: Version 0.10.0
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.
I have no idea what I'm talking about.
Re: Version 0.10.0
Got rid of iostreams? Mh, would be interesting to see why that did take so much time. I hope you didn't use endl for every new line, that would explain the long saving time. ^^
Re: Version 0.10.0
those new burner-inserters are great! Now few more of those and I would never have to move from burner-phase!:D