Search found 113 matches

by thuejk
Mon Jul 15, 2019 9:46 am
Forum: Not a bug
Topic: [0.17.56] Blueprint cut and paste ignores modules
Replies: 1
Views: 591

[0.17.56] Blueprint cut and paste ignores modules

When using a blueprint to overbuild a build with existing structures with internal configurations, such as prioritized splitters or assembling machines with recipes, the blueprint will copy the internal configuration. The blueprint shows up as blue and not red when hovering it, semantically showing ...
by thuejk
Mon Jul 15, 2019 9:32 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.56] Blueprints ignore planned upgrades
Replies: 3
Views: 4768

[kovarex] [0.17.56] Blueprints ignore planned upgrades

I have a build. Imagine the following scenario: 1) I schedule an upgrade for the belts in the build using an upgrade planner 2) I make a blueprint copy of the build I would obviously expect the blueprint to contain the upgraded belts. However it contains the unupgraded belts. Normally when a build c...
by thuejk
Mon Jul 15, 2019 9:25 am
Forum: Not a bug
Topic: [0.17.56] Ghosts of destroyed entities ignores upgrade planner
Replies: 4
Views: 923

[0.17.56] Ghosts of destroyed entities ignores upgrade planner

Imagine the following scenario: 1) I schedule some yellow belts to be upgraded to red belts using the upgrade planner 2) The yellow belts are destroyed by biters, which replace them with ghosts, which my bots then build. Now the question is what the ghosts are. There are 2 sane design possibilities ...
by thuejk
Mon Jul 15, 2019 9:04 am
Forum: Not a bug
Topic: [0.17.23] Undo doesn't work for changes done by upgrade planner
Replies: 4
Views: 1002

Re: [0.17.23] Undo doesn't work for changes done by upgrade planner

I would definitely expect undo to work like this. So to me it would be more appropriate to at least call it a "minor bug".
by thuejk
Mon Jul 15, 2019 9:01 am
Forum: Duplicates
Topic: [0.17.56] Red columns in map view on unexplored territory
Replies: 1
Views: 432

[0.17.56] Red columns in map view on unexplored territory

See screenshot. The red columns obviously should not be there. I am playing on Ubuntu Linux 18.04.2 LTS and my graphics card is "Radeon HD 7700/7800 Series".
by thuejk
Mon Jul 08, 2019 12:39 am
Forum: Resolved Problems and Bugs
Topic: [0.17.54] Building belt will sometime overbuild splitter
Replies: 1
Views: 2865

[0.17.54] Building belt will sometime overbuild splitter

If I understand it correctly, then holding down the mouse button while building belt should not replace a splitter, if you started building on a belt. This seems to work only sometimes. See e.g. https://clips.twitch.tv/TrustworthyArbitraryWeaselPrimeMe Testing out (copying what AntiElitz did), it se...
by thuejk
Thu May 30, 2019 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.44] Can't ghost build in visible area which is in fog of war in map view
Replies: 2
Views: 2240

Re: [0.17.44] Can't ghost build in visible area which is in fog of war in map view

Thanks! 7 minutes from bug reported to bug fixed at 23:00 in the evening is an acceptable response time.
by thuejk
Thu May 30, 2019 9:50 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.44] Can't ghost build in visible area which is in fog of war in map view
Replies: 2
Views: 2240

[0.17.44] Can't ghost build in visible area which is in fog of war in map view

If I zoom out completely in normal play, I can see land which is in fog of war in map view. If I try to ghost-build in that area from map view, I get the error "Can't build in fog of war" as expected. But if I try to ghost build from normal view in the same area (which is displayed as perf...
by thuejk
Thu Apr 04, 2019 11:01 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.24] Modules in rocket silo displayed wrong
Replies: 2
Views: 2055

[0.17.24] Modules in rocket silo displayed wrong

The silo used to be 10 tiles high, but was recently changed to 9 tiles high.

It seems likely that the placement of modules in the silo was not updated. Since they are now shown way too low, and lower than they used to in 0.16.
by thuejk
Tue Nov 20, 2018 11:28 am
Forum: Minor issues
Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
Replies: 9
Views: 2788

Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)

it is not something we can control. If OpenGL call decides to hang instead of returning an error, it's not really something we can workaround (I just assume it hang in OpenGL) Since it mostly seems to hang in the same place, you could add a check for the amount of free vram before that, and then ju...
by thuejk
Mon Nov 19, 2018 7:20 pm
Forum: Minor issues
Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
Replies: 9
Views: 2788

Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)

Yup, that seems to work!

It is fair enough that running 2 instances of Factorio is not your primary support case :). But the error mode (freeze) is quite unintuitive - you don't think that unintuitive error also happens when running only one instance, while having some other vram-hog programs open?
by thuejk
Mon Nov 19, 2018 12:37 pm
Forum: Minor issues
Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
Replies: 9
Views: 2788

Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)

--disable-audio does not fix the stall. Perhaps it is not audio-related, in spite of stalling on "Loading sounds".
by thuejk
Mon Nov 19, 2018 1:51 am
Forum: Minor issues
Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
Replies: 9
Views: 2788

[0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)

The context: When playing Factorio, I sometimes have a second instance of Factorio open, e.g. with creative mode to design blueprints. The bug: Sometimes when starting the second instance of Factorio (or sometimes when loading a map in the second instance), the second instance will freeze. Usually a...
by thuejk
Wed Sep 05, 2018 10:39 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3882

Re: Dragging power poles should connect power networks

ratchetfreak has it right. What if I don't want to connect those networks? I have never, ever wanted that. While I have been annoyed at power pole dragging not connecting networks *every* *single* *time*. If you have some insanely specific power setup that requires separate power networks, then simp...
by thuejk
Sun Sep 02, 2018 6:04 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3882

Re: Dragging power poles should connect power networks

I am actually a programmer. What I wrote was something I had already made sure could be implemented, basically using the existing logic.
by thuejk
Fri Aug 31, 2018 11:41 am
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3882

Re: Dragging power poles should connect power networks

daniel34 wrote:
Cribbit wrote: This has been suggested a few times already, even has its own Frequently Suggested topic: viewtopic.php?f=80&t=35838
I like my suggested implementation better.
by thuejk
Fri Aug 31, 2018 11:23 am
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3882

Re: Dragging power poles should connect power networks

Cribbit wrote: Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually.
No, it is not impossible to fix. I outlined in my post how to fix it.
by thuejk
Sun Aug 26, 2018 7:34 pm
Forum: Ideas and Suggestions
Topic: Dragging power poles should connect power networks
Replies: 10
Views: 3882

Dragging power poles should connect power networks

When dragging autoplacing power poles to power stuff, you basically always want to connect to an existing power network. Example of the current logic being inconvenient: https://www.thuejk.dk/factorio_drag_power.flv However, the current power pole dragging will often detect that all entities (e.g. m...
by thuejk
Thu Apr 12, 2018 7:00 am
Forum: Won't fix.
Topic: [0.16.6] Desync
Replies: 3
Views: 1465

Re: [0.16.6] Desync

Uhh, I don't have save files or anything to help you reproduce now, at this late date.

Go to advanced search