Search found 14 matches
- Sat Nov 09, 2024 6:03 pm
- Forum: Assigned
- Topic: [raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
- Replies: 3
- Views: 266
Re: [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
This issue has persisted into 2.0.16, but I have some updates. This seems to be an issue with the Steam version of the game. The standalone version does not exhibit these slowdowns. Additionally, on the Steam version of 2.0.16 on Linux, even with Wait for VSync disabled there is an erratic per-frame...
- Fri Nov 01, 2024 2:01 pm
- Forum: Assigned
- Topic: [raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
- Replies: 3
- Views: 266
Re: [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
An update -- turning off "Wait for VSync" caused the slowdowns to stop occurring. Still not sure why it suddenly started happening, and why it only occurs with VSync on + mouse movements, but wanted to share this info. [Edit]: To be absolutely specific: in a new play session today I did se...
- Fri Nov 01, 2024 4:44 am
- Forum: Assigned
- Topic: [raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
- Replies: 3
- Views: 266
[raiguard] [2.0.13, Linux] Mouse movement causes slowdown to specific FPS/UPS values
After updating to 2.0.13, I started experiencing slowdowns when moving my cursor around the screen, specifically to 30 FPS and/or 30 UPS. It does not happen every time I move my cursor, but it happens sufficiently consistently that I was able to record screen capture of it occurring multiple times. ...
- Sun Jun 09, 2019 4:47 am
- Forum: Duplicates
- Topic: [0.17.47] Walls not disconnecting from water after landfill
- Replies: 2
- Views: 1061
Re: [0.17.47] Walls not disconnecting from water after landfill
Whoops, my bad. Sorry about that, I didn't look back far enough.
- Sat Jun 08, 2019 9:34 pm
- Forum: Duplicates
- Topic: [0.17.47] Walls not disconnecting from water after landfill
- Replies: 2
- Views: 1061
[0.17.47] Walls not disconnecting from water after landfill
If you build a wall next to water, then add landfill next to the wall, the wall maintains the connected-to-water state and graphic. Even if you build a second wall next to the first and then remove the second wall, the issue persists. In the attached screenshot, from top to bottom, I show the usual ...
- Sat Apr 27, 2019 3:52 pm
- Forum: Pending
- Topic: [0.17.34] Temporary hang during autosave when using train color picker
- Replies: 5
- Views: 1888
[0.17.34] Temporary hang during autosave when using train color picker
I was fiddling with the green slider in the train GUI color picker when an autosave triggered. The seeming conflict between the moving slider and the autosave caused the game to freeze for about thirty seconds before resuming normal play, albeit having closed out of the train GUI. I have not yet had...
- Sat Mar 23, 2019 6:35 pm
- Forum: Won't fix.
- Topic: [0.17.17] Incorrect Item Layering on Right-Facing Belts
- Replies: 2
- Views: 1289
Re: [0.17.17] Incorrect Item Layering on Right-Facing Belts
I checked again, and this occurs for "up-to-right" transitions and "down-to-left" transitions, visible in the upper left and lower right corners of this screenshot, respectively. In the former case, this is represented by an item being underneath both of its neighbors, and in the...
- Sat Mar 23, 2019 5:58 am
- Forum: Won't fix.
- Topic: [0.17.17] Incorrect Item Layering on Right-Facing Belts
- Replies: 2
- Views: 1289
[0.17.17] Incorrect Item Layering on Right-Facing Belts
Working on my factory, I noticed that items exiting a belt curving from "up" to "right" would suddenly render differently and sit on top of previous items on the belt, with the change occurring at the point indicated in the screenshot. This does not occur for all rotations, and t...
- Wed Dec 12, 2018 5:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Splitter graphic displays over further-forward underground
- Replies: 1
- Views: 1294
[0.16.51] Splitter graphic displays over further-forward underground
Hi there, I have a minor graphical bug that I wanted to report on the slim chance that it hadn't been picked up (though I give it ~95% chance I'm waaay late on this one). In this case, the sprite of a splitter sits on top of the underground sprite when directly behind an underground, as shown. Scree...
- Fri May 25, 2018 7:03 pm
- Forum: Not a bug
- Topic: [0.16.43] Weird Belt behaviour
- Replies: 2
- Views: 1456
Re: [0.16.43] Non-Deterministic Belt behaviour
This looks like it has to do with variations in the engineer's hitbox due to manual placement, rather than any sort of non-determinism with the belts.
- Mon Mar 19, 2018 10:44 pm
- Forum: Duplicates
- Topic: [0.16.31] Oil refinery connections reversed
- Replies: 3
- Views: 1712
Re: [0.16.31] Oil refinery connections reversed
This was a side-effect of the change "Ingredients in recipes are automatically sorted."
- Mon Mar 19, 2018 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.31] Oil Refinery
- Replies: 5
- Views: 2521
Re: [Version: 0.16.31] Oil Refinery
This was a side-effect of the change "Ingredients in recipes are automatically sorted."
- Mon Mar 19, 2018 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.31] Flickering for Wagon Indicators
- Replies: 1
- Views: 2428
[Rseding91] [0.16.31] Flickering for Wagon Indicators
I was working on a station when I noticed a small flicker caused by overlapping wagon indicators (the white boxes, I don't know their proper name). I first noticed the flicker in 16.30, and it persisted into 16.31. The flicker is caused by highlighting the station at left (highlighted with concrete ...
- Fri May 19, 2017 5:46 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168887
Re: Friday Facts #191 - Gui improvements
Does this mean we could get multiple toolbars that we could cycle through? I could have my default toolbar, and additionally have a "Train" set, or a "Fluid" set for when I am focusing on those things. I like this idea. Seconded! And depending on how the game needs to be balance...