- Loaded game, waited for main menu
- Plugged mouse in at main menu, waited for game to become responsive again. (~15s)
- Unplugged the mouse... Waited for game to become responsive again (~15s)
- Quit the game
Search found 105 matches
- Sat Nov 02, 2024 7:48 pm
- Forum: Bug Reports
- Topic: [2.0.13] Mouse being (re/un)plugged causes game to freeze
- Replies: 2
- Views: 102
Re: [2.0.13] Mouse being (re/un)plugged causes game to freeze
Log attached
- Sat Nov 02, 2024 4:59 pm
- Forum: Bug Reports
- Topic: [2.0.13] Mouse being (re/un)plugged causes game to freeze
- Replies: 2
- Views: 102
[2.0.13] Mouse being (re/un)plugged causes game to freeze
Hi, A bit of an edge case, but I have a mouse that can be both wireless and wired and if I switch the mouse between these modes (for example to start charging the mouse) the game will instantly freeze. Sometimes the game will recover after about 10-15 seconds, sometimes it will never recover... On a...
- Thu Jan 30, 2020 7:07 pm
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 28434
Re: Version 0.18.3
Thanks, I can reload my blueprints now
- Mon Jan 27, 2020 9:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly
- Replies: 3
- Views: 3224
Re: [posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly
That is a fair point bud, and i was reluctant to even post it.
However, i thought: This worked fine on 0.17, so maybe they should know
Goodnight
However, i thought: This worked fine on 0.17, so maybe they should know
Goodnight
- Mon Jan 27, 2020 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly
- Replies: 3
- Views: 3224
[posila] [0.18.1] Zooming out to 0.1 causes some chunks to not render correctly
Hi,
Using the command /c game.player.zoom=0.1 causes weird chunk rendering issues.
Please see the attached image for reference.
Walking away from the blacked out chunk so it's out of view and back in again seems to fix the issue, but i assume this is just the game re-rendering it anyway.
Using the command /c game.player.zoom=0.1 causes weird chunk rendering issues.
Please see the attached image for reference.
Walking away from the blacked out chunk so it's out of view and back in again seems to fix the issue, but i assume this is just the game re-rendering it anyway.
- Mon Jan 27, 2020 3:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.1] Crash when attempting to load a world [modded] (BlueprintEntities::setupContainedEntities)
- Replies: 4
- Views: 3118
Re: [0.18.1] Crash when attempting to load a world [modded] (BlueprintEntities::setupContainedEntities)
It's in the zip, but i'll post it here anyways.
- Mon Jan 27, 2020 1:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.1] Crash when attempting to load a world [modded] (BlueprintEntities::setupContainedEntities)
- Replies: 4
- Views: 3118
[0.18.1] Crash when attempting to load a world [modded] (BlueprintEntities::setupContainedEntities)
Hi, So i have a bit of a weird crash here, I feel it's related to my blueprint storage and also related to the Krastorio loaders. Hopefully to be useful, i have zipped up the contents of everything I think you'll need, you can download it here: http://www.agngaming.com/private/factorio/crash_info.zi...
- Wed Sep 18, 2019 11:38 am
- Forum: Modding interface requests
- Topic: LuaRendering and LuaPlayer Limitations
- Replies: 4
- Views: 1597
Re: LuaRendering and LuaPlayer Limitations
Well yes i want to rotate the sprite, and in terms of it being missed you pretty much answered your own question... "draw_text is the only one with it" - so why not the rest that supports scaling? I understand the limitations in terms of having text and a sprite re-sizing on the fly when u...
- Tue Sep 17, 2019 10:55 pm
- Forum: Won't implement
- Topic: Expand LuaRendering to be able to be drawn to the screen
- Replies: 1
- Views: 1149
Expand LuaRendering to be able to be drawn to the screen
Hi, Could there be any way of allowing us to draw sprites/text/rectangles etc directly to the screen, instead of the world - perhaps using X any Y from the players resolution? If this is a no because player.gui.screen exists, then could you please instead add the option for certain GUI elements such...
- Tue Sep 17, 2019 10:52 pm
- Forum: Modding interface requests
- Topic: LuaRendering and LuaPlayer Limitations
- Replies: 4
- Views: 1597
LuaRendering and LuaPlayer Limitations
Hi devs, and others. LuaRendering: Please can you make draw_sprite have the option to also be able to scale_with_zoom - i feel this has been missed? LuaPlayer: I was also going to write some code to do some LuaRendering work based off the players zoom level, but it's write only - is there any reason...
- Tue Sep 17, 2019 6:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.68] Attempting to draw a sprite of entity/orange-arrow-with-circle crashes the game
- Replies: 1
- Views: 2205
[0.17.68] Attempting to draw a sprite of entity/orange-arrow-with-circle crashes the game
Simply run the following command in any game to have Factorio crash: /c rendering.draw_sprite{sprite="entity/orange-arrow-with-circle", target=game.player.position, surface=game.player.surface} Stack: Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\facto...
- Thu Sep 12, 2019 6:28 pm
- Forum: Won't implement
- Topic: Setting a logistic chest active to false should make the logistic network ignore the chest
- Replies: 3
- Views: 1676
Setting a logistic chest active to false should make the logistic network ignore the chest
Hi, If possible, i would love for logistical chests (Prototype/LogisticContainer) to be ignored by the logistic network logic when the entity's active state is set to false. But the player should still be able to use the chest, as in store items manually and set logistical requests, scripts getting ...
- Wed Sep 11, 2019 6:59 pm
- Forum: Implemented mod requests
- Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
- Replies: 11
- Views: 3777
Re: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
As requested by Rseding91, here is a screenie of our convo for memory purposes.
- Wed Sep 11, 2019 2:34 pm
- Forum: Implemented mod requests
- Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
- Replies: 11
- Views: 3777
Re: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
Agree with deadlock, any more areas where this data is available to us, the better.
While a long shot, i would love to have this before a stable release.
While a long shot, i would love to have this before a stable release.
- Wed Sep 11, 2019 12:41 pm
- Forum: Implemented mod requests
- Topic: Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
- Replies: 11
- Views: 3777
Expand LuaEntity(Prototype) to view Mod Interactions as a Read Only Variable
Hi, For a project i have in my head, I would find it really useful if modders could grab the data of what mods have touched what items, and in what order during game play. For example, if you wanted to make a whitelist/blacklist mod, which disables placement of a certain mods buildings depending on ...
- Wed Apr 03, 2019 9:10 pm
- Forum: Resource Spawner Overhaul
- Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
- Replies: 6
- Views: 3326
Re: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
This is a shame bud, but i can understand your side of things indeed. Hopefully one day you can shove the responsibility to the mod creators to configure RSO, instead of yourself having to do a lot of work :) However, as you have the entity prototype and autoplace settings available to you during th...
- Wed Apr 03, 2019 8:06 pm
- Forum: Resource Spawner Overhaul
- Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
- Replies: 6
- Views: 3326
Re: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
What about something like this? Totally untested mind you, just an example. function validateConfigElement(configElement) -- Check element against values that must exist if ( configElement.type == nil ) then return {result=false, message="type must be set"} end if ( configElement.allotment...
- Wed Apr 03, 2019 7:44 pm
- Forum: Resource Spawner Overhaul
- Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
- Replies: 6
- Views: 3326
Re: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
This is true, but some simple nil checks on the data validation stage could be done, if any data validation fails then ignore the whole mod, and report it in the log file, or a message on the screen like you do already.
- Wed Apr 03, 2019 5:35 pm
- Forum: Resource Spawner Overhaul
- Topic: [EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
- Replies: 6
- Views: 3326
[EXAMPLE] Dynamic Loading of RSO Configs directly from the mods
Hi, While I love RSO, i find it a bit irritating that people have to badger you in order to add their configs for their new mods, however I have found a simple elegant solution to the problem. Instead of people having to badger you to do it, why not make RSO dynamically call each mod, and request th...
- Tue Mar 26, 2019 2:21 am
- Forum: Duplicates
- Topic: [0.17.18] GUI Scaling issues
- Replies: 3
- Views: 1939
[0.17.18] GUI Scaling issues
Hi, I am currently having this issue when the right side of the inventory screen has a lot of items inside it: https://media.discordapp.net/attachments/490303333479874562/559924131966222351/unknown.png?width=902&height=918 My resolution is: 3480x1600 running at the automatic 150% UI Scale. Mods ...