The Pop Quiz:
The shadows of the wires and the wire poles are superimposed and combined with alpha channel, when they should just be the same darkness
Search found 55 matches
- Wed Oct 11, 2023 6:14 am
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 27380
- Fri Sep 29, 2023 5:10 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 337
- Views: 80737
Re: Friday Facts #378 - Trains on another level
Wouldn’t it be cool if there were more than two levels to the rails, and if cliffs introduced more than one level of ground, which just happened to be the same height as the trim levels? Yeah. It would.
- Fri Sep 01, 2023 4:07 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 207
- Views: 43980
Re: Friday Facts #374 - Smarter robots
AWESOME!!!!!
I honestly figured you would eventually make these exact improvements. Almost as if it was deterministic. In lockstep.
I honestly figured you would eventually make these exact improvements. Almost as if it was deterministic. In lockstep.
- Fri Nov 19, 2021 11:09 pm
- Forum: Not a bug
- Topic: [1.1.46]Non-blocking-save leaks memory
- Replies: 16
- Views: 3935
[1.1.46]Non-blocking-save leaks memory
Very happy to be back on linux playing this game after a dark cloud of Windows gaming. The amazing not-windows-only feature of Non-Blocking saves is now available to me! My factory has grown rather large, over 1k spm, with several mods including Swarmageddon. (Save file is 70MB) So I imagine the gam...
- Sat Oct 09, 2021 7:01 pm
- Forum: Not a bug
- Topic: Flamethrower Turrets do not give back fluid on deconstruct
- Replies: 7
- Views: 2384
Flamethrower Turrets do not give back fluid on deconstruct
So I have this outpost that I'm deconstructing (just the walls and turrets) because it is now inside safe territory, walled off against water chokepoints. I'm just now noticing that the flamethrower turrets don't dump their fluid-contents back into the pipes! Not cool.... I tested by isolating one t...
- Wed Aug 18, 2021 4:31 pm
- Forum: Spread the Word
- Topic: Props for "Strong Support for Modding"
- Replies: 0
- Views: 2114
Props for "Strong Support for Modding"
I'd just like to take a moment and give some thanks for what they humbly call "strong support" for modding over there in the Factorio-Factory known as Wube Software. Because they don't have strong support for modding, they have an atomic weapon known as RSeding91 who actively participates ...
- Wed Aug 18, 2021 3:35 pm
- Forum: Ideas and Suggestions
- Topic: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
- Replies: 8
- Views: 2167
Re: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
How should the game decide what to show for, as an example, electronic circuit production using direct insertion of copper wire, similar to this? I thought the decision, needing to be really simple and lightweight, should be obvious: if there's two icons close together that are the same, and would ...
- Sat Jul 17, 2021 2:32 am
- Forum: Ideas and Suggestions
- Topic: Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
- Replies: 8
- Views: 2167
Merge map "show recipe" icons with like recipes when a large block is shown very zoomed out
Topic says it all. Keep those icons on the map at all zoom levels please. To do this, merge them together and keep the icons the same size when zoomed out very far.
- Sat Nov 02, 2019 5:37 am
- Forum: Ideas and Suggestions
- Topic: Paused Game Chews CPU
- Replies: 6
- Views: 1799
Paused Game Chews CPU
This is a hybrid between a suggestion and a bug report. It's my opinion that it's a bug that when the game is completely paused and in the background it absolutely gobbles up CPU resources, as if it were running full speed. Even when the game is paused with shift-space, the grid pops up, then I alt-...
- Mon Oct 21, 2019 5:59 am
- Forum: Duplicates
- Topic: [0.17.72] Swarm Mod Sprays Biters
- Replies: 2
- Views: 1074
[0.17.72] Swarm Mod Sprays Biters
Just updated to 0.17.72 and things appear to be much harder with the pathfinding and non-colliding biters! Really cool. However, I noticed that with the swarm mod in play, biters placed after the death of a larger comrade seem to "spray" over a short distance, almost like they are getting ...
- Sun Oct 20, 2019 11:59 pm
- Forum: Not a bug
- Topic: [0.17.72] Cleaning the inventory does not work
- Replies: 5
- Views: 1583
Re: [0.17.72] Cleaning the inventory does not work
......
WHAT?
WHAT?
- Mon Oct 14, 2019 3:12 am
- Forum: Not a bug
- Topic: Minor Bug in Display of Pump locations for train stop
- Replies: 5
- Views: 1990
Re: Minor Bug in Display of Pump locations for train stop
Whoa! I forgot. This is factorio 0.17.69 running under steam on Ubuntu 19.04 with nVidia drivers 430.50
Any other details needed?
Any other details needed?
- Mon Oct 14, 2019 12:32 am
- Forum: Not a bug
- Topic: Minor Bug in Display of Pump locations for train stop
- Replies: 5
- Views: 1990
Minor Bug in Display of Pump locations for train stop
https://steamuserimages-a.akamaihd.net/ugc/780737616256428696/9161F35215802B734EE20B7D2243729C42371E03/ It appears that every second car has an off-by-one error when I am setting up this fluid unloading station (Crude oil). Two notes, the last car has its tail end hanging over a curve, resulting in...
- Sat Sep 28, 2019 6:52 am
- Forum: Not a bug
- Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
- Replies: 6
- Views: 2806
Re: [0.17.0] Oil refinery problem: inputs are changing on recipe change
Ah. This might be a bug in a plugin I am using. Will go post there.
- Sat Sep 28, 2019 2:07 am
- Forum: Not a bug
- Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
- Replies: 6
- Views: 2806
Re: [0.17.0] Oil refinery problem: inputs are changing on recipe change
The point we are trying to make is, that free input for the water pipe, becomes the new input for the oil pipe, and the old input for the oil pipe only accepts water. I genuinely doubt you decided to do this terrible thing on purpose.
- Fri Sep 27, 2019 6:23 am
- Forum: Not a bug
- Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
- Replies: 6
- Views: 2806
Re: [0.17.0] Oil refinery problem: inputs are changing on recipe change
This bug is still a problem in 0.17.69 Not technically a bug but definitely a design flaw, and a horrible one at that. Very annoying. I have oil sent to refineries, and now I will have to use up the oil or pump it back to storage in order to rework the piping before I can even change recipes. Or it ...
- Fri Jul 27, 2018 7:53 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 44081
Re: Friday Facts #252 - Sound design & Map editor
Val: Thanks very much for all you'll be doing to this game! I believe I can speak for all of the players (except maybe the deaf ones) that brainstorming real experiences into the choices you make about sound design will make it amazing! Albert: Your FFF's have been awesome. Really enjoy seeing your ...
- Mon Oct 09, 2017 4:29 am
- Forum: News
- Topic: Friday Facts #211 - The little things
- Replies: 69
- Views: 33294
Re: Friday Facts #211 - The little things
Damn. You're right the non-connected stuff is ugly as shit! I'm really glad you're fixing all that. Good work! If the ghosted pipes still won't connect, can't you make fluid logic skip ghosts? I mean... the function to check how much fluid can flow in a ghost is always null-operation. It never flows...
- Thu Jun 22, 2017 9:10 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 53766
Re: Friday Facts #195 - Poles re-design
Me like.
Big pole 2a is better than 2b.
Medium pole 2b is very nice!
And the small pole is fine too.
In addition, I really like the warning signs. More signs, to indicate lots more things. Adding signs for power outages and warnings is great too!
Big pole 2a is better than 2b.
Medium pole 2b is very nice!
And the small pole is fine too.
In addition, I really like the warning signs. More signs, to indicate lots more things. Adding signs for power outages and warnings is great too!
- Thu Jun 15, 2017 7:00 am
- Forum: Technical Help
- Topic: Map download never finishes [14.5] headless windows
- Replies: 89
- Views: 59075
Re: Map download never finishes [14.5] headless windows
Guys, this problem was solved already by the world of bit torrenters. The culprit is a router with "game mode" enabled. It inspects packet DATA and not headers, performing NAT on the data as well as the headers. It can be a useful "feature" for badly designed network code in cert...