Search found 5195 matches

by posila
Tue Jan 11, 2022 1:20 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1990

Re: Why do my lab tiles have noise in the texture?

sparr wrote:
Tue Jan 11, 2022 1:38 am
So even if I'm using 32-bit color, there's probably still some 16-bit conversion going on during texture compression?
That is correct.
by posila
Tue Jan 11, 2022 9:11 am
Forum: This Forum
Topic: moderator banned for allowing drug sales in a minors game
Replies: 4
Views: 2332

Re: moderator banned for allowing drug sales in a minors game

image-20161005-15882-13x0gd1.jpg
image-20161005-15882-13x0gd1.jpg (25.43 KiB) Viewed 2275 times
by posila
Sun Jan 09, 2022 5:40 pm
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1990

Re: Why do my lab tiles have noise in the texture?

Given how GPU texture compression works (https://www.reedbeta.com/blog/understan ... n-formats/) and that we don't do it offline but at startup as fast as possible, #303030 -> #313031 artifact doesn't surprise me.
by posila
Sun Jan 09, 2022 9:31 am
Forum: Technical Help
Topic: Why do my lab tiles have noise in the texture?
Replies: 6
Views: 1990

Re: Why do my lab tiles have noise in the texture?

My guess is due to low quality texture compression or having full color depth option disabled (neither of which causes this on my end), and due to your particular GPU or graphics driver.
by posila
Wed Dec 15, 2021 7:23 pm
Forum: Modding interface requests
Topic: Allow trigger_target_mask to be an empty table
Replies: 2
Views: 965

Re: Allow trigger_target_mask to be an empty table

Not that the request is invalid, but in your particular case, since you seem to create the entity through the script anyway...
https://lua-api.factorio.com/1.1.49/Lua ... structible
by posila
Tue Dec 14, 2021 7:45 am
Forum: Ideas and Suggestions
Topic: Autosave timing should arguably use wall clock
Replies: 10
Views: 2805

Re: Autosave timing should arguably use wall clock

ssilk wrote:
Tue Dec 14, 2021 7:11 am
What do others mean: bug?
No.
by posila
Mon Dec 13, 2021 3:56 pm
Forum: Modding discussion
Topic: [1.1.107] Upcoming breaking mod changes
Replies: 17
Views: 27515

Re: [None] Upcoming breaking mod changes

In 1.1.50 we will remove ReactorPrototype::neighbour_collision_increase and LuaEntityPrototype::neighbour_collision_increase. Reactor entity won't extend its bounding box towards connected neighbour anymore.
by posila
Sun Dec 12, 2021 7:54 am
Forum: Modding discussion
Topic: animation_speed doesn't affect corpse animation
Replies: 2
Views: 1017

Re: animation_speed doesn't affect corpse animation

Some entitite (turrets being other example that comes to my mind) have <action>_speed properties, in which case, the animation playback speed depends solely on this *_speed property.

1 / <action>_speed = duration of the <action>
by posila
Mon Dec 06, 2021 8:30 am
Forum: Modding help
Topic: [1.1.48] Entity with "water-tile" collision also collides with rails
Replies: 2
Views: 2011

Re: [1.1.48] Entity with "water-tile" collision also collides with rails

Rail also has "water-tile" collision mask by default: https://wiki.factorio.com/Prototype/Ent ... ision_mask, so this is not a bug.
Moving to modding help.
by posila
Sun Dec 05, 2021 6:04 pm
Forum: Technical Help
Topic: Unable to start the demo - Windows 7/10: failed to initialize DirectX - Linux: Failed to create OpenGL context
Replies: 1
Views: 855

Re: Unable to start the demo - Windows 7/10: failed to initialize DirectX - Linux: Failed to create OpenGL context

Jokoba17 wrote:
Sun Dec 05, 2021 5:57 pm
So there is nothing I can do to play the game?
Or is there still a possibility on Linux?
Hello, you can buy new(er) computer. Almost anything from the past 10 years will at least launch the game.
by posila
Sun Nov 28, 2021 2:58 pm
Forum: Technical Help
Topic: factorio.exe goes missing from x64 file
Replies: 7
Views: 1940

Re: factorio.exe goes missing from x64 file

It's also impossible for exe to delete itself on Windows. Running executable is locked for any modifications by OS, so it has to be deleted externally.
by posila
Thu Nov 25, 2021 2:17 pm
Forum: Won't implement
Topic: More than 1 instance of "tile-effect"
Replies: 4
Views: 1906

Re: More than 1 instance of "tile-effect"

DarkShadow44 wrote:
Thu Nov 25, 2021 10:46 am
So, a "Won't Implement" then?
Sure, I can do that.
by posila
Thu Nov 25, 2021 1:50 pm
Forum: Not a bug
Topic: [1.1.48] Logistic network information doesn't update
Replies: 2
Views: 1154

Re: [1.1.48] Logistic network information doesn't update

Those items are in trash slots of your character. The character is inside the logistic network area, so the trash items are part of the logistic system content.
by posila
Thu Nov 25, 2021 11:36 am
Forum: Gameplay Help
Topic: Underground belts overlay?
Replies: 2
Views: 1094

Re: Underground belts overlay?

There is not
by posila
Thu Nov 25, 2021 9:25 am
Forum: Won't implement
Topic: More than 1 instance of "tile-effect"
Replies: 4
Views: 1906

Re: More than 1 instance of "tile-effect"

There are no plans to do further terrain rendering enhancements (like adding capability to have multiple tile-effect instances) in 1.1
by posila
Wed Nov 24, 2021 9:28 am
Forum: Technical Help
Topic: High UPS, Low FPS
Replies: 13
Views: 7031

Re: High UPS, Low FPS

Hmm, something is really bad since Render preparation is spiking to over 1 second. It is highly multithreaded task (can use all the cores) and it shouldn't take more than 10 milliseconds on zoom levels that the game normally allows. Can you also make a screenshot with just show-gpu-time-usage enable...
by posila
Tue Nov 23, 2021 1:18 pm
Forum: Modding interface requests
Topic: [bug?] water_reflection doesn't show on resources
Replies: 2
Views: 1337

Re: [bug?] water_reflection doesn't show on resources

water_reflection currently renders only for entities with health (because those have bitmask with some unsed bits which I used to cache a flag marking if reflection is defined or not, as I believe it would add too much performance penalty to query a prototype for this information ... but I am probab...
by posila
Mon Nov 22, 2021 3:44 pm
Forum: 1 / 0 magic
Topic: [1.1.46] Crash intermittently on start loading graphics
Replies: 4
Views: 1919

Re: [1.1.46] Crash intermittently on start loading graphics

Rseding might have gotten logs mixed up, it is using Direct3D and you have Intel integrated GPU (which technically still is APU, I suppose). The crash happend in Intel graphics driver, in it's own thread, which is completely outside of our control. Your driver version is pretty recent, but there are...
by posila
Fri Nov 19, 2021 1:33 pm
Forum: Technical Help
Topic: [1.0] FPS drops with high 'wait for update' time
Replies: 3
Views: 1618

Re: [1.0] FPS drops with high 'wait for update' time

In multiplayer, the game will run multiple updates between rendering, if it starts falling behind the server.

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