wheybags

wheybags



21 Aug

Comment

This is why I've never finished a zachtronics game :(

They are great though


15 Aug

Comment

Originally posted by Linnun

I would guess their system that automatically posts patch notes on Steam is set to always put it in the category 'small update'.

Maybe they should consider manually changing it for this one :)

That system is my hands, in this case :D I'm just used to selecting "small update", I didn't even think about it. They used to not require a "type".


14 Aug

Comment

Yeeeah, we probably will eventually, but it's a problem. "alpha" meaning "full version, not demo" is an assumption that's sprinkled around our codebase all over the place. Changing it will break a lot of things, and the moment we do our big release is not when we want that to deal with that. It should have been called "full" or "main" from the start, but hindsight is 20/20.


08 Aug

Comment

Amazing. This is what modding was meant to be. <3


02 Jun

Comment

Originally posted by TjTheEpicOne

I have the same headset it’s pretty good and that’s a really cool stand for sure!

Me too :p One at the office and one at home


25 May


29 Apr

Comment

Originally posted by LP40

That makes a ton of sense now.

My GPU somehow was mixing elements of windows and linux together across reboots. It has since been resolved but it made for extremely interesting results.

https://www.reddit.com/r/softwaregore/comments/fftifq/restarting_windows_to_switch_into_another_os/?utm_medium=android_app&utm_source=share

That is weird though, I would expect the GPU to lose power some time during the reboot, which would clear vram. I guess not :p


28 Apr

Comment

Originally posted by LP40

Not a bug with the game itself*

My Laptop has a bizarre dual GPU architecture whereby a single proprietary NVIDIA driver controls both a high end and integrated card, picking whichever one to use whenever appropriate. The manufacturer made sure this works absolutely fine in Windows, but in Linux things are a wee bit unstable.

This particular error occurred when putting the system to rest mode with factorio running in the background. It’s pretty interesting to look at nonetheless, and still technically playable. The map view and inventory screen are still completely normal.

Related issues are actually present on pretty much all nvidia gpus on linux, not just optimus laptops. I reported a similar issue to nvidia: https://forums.developer.nvidia.com/t/glgeneratemipmap-corruption-after-hibernate/63962/4

Basically, with the nvidia proprietary drivers on linux, if you do anything unusual, the contents of memory are undefined. It sucks.


10 Apr

Comment

Originally posted by hazmodan20

Is there going to be a way to play the "new old campaign" in Multiplayer?
I wanted to get my friends into the game and I thought it could've been a splendid way to do so!
Can't wait for the maps in either case! <3

Nope, sorry.


24 Jan

Comment

Originally posted by dawgol

A heads up in case you weren't aware, the following are probably the two most popular ZFS automatic snapshot management tools that can also send:

https://github.com/jimsalterjrs/sanoid

https://github.com/yboetz/pyznap

The developers of these are active over at r/DataHoarder/ and r/zfs/ in case you have any questions.

I actually have my own that I wrote for personal use: https://gitlab.com/wheybags/zfs_scripts

However, we will probably just be using rsync for backups, since we still intend to use a pair QNAP nases as a backup targets, since we've got the hardware already. It's not ideal, but at least it's just for backups. And if one of them fails, we can still read the drives using the other one.


18 Apr

Post
Changes
  • Admins ignore multiplayer map upload slot limit
  • "Player is being dropped"/"Server not responding" messages will only show after 2 seconds, to avoid irrelevant short pop-ups.
Bugfixes
  • Fixed that the server-settings.example.json had an additional comma at the end of the file. more[forums.factorio.com]
  • Filled in a missing fluid mixing check for miner. more[forums.factorio.com]
  • Fixed that create-blueprint-item shortcut prototypes could have no item_to_create set. ...
Read more

12 Apr

Post
Changes
  • Simplified rail building. Holding shift while rail building always activates the combination of ghost-rail-building + remove-obstacles, releasing shift returns back to normal manual mode. It doesn't matter anymore, whether the rail building started with shift or not. This removed the possibility to do ghost-rail-building without the remove-obstacles, but since it seems to be almost useless, we consider it to be worth the simplification.
  • font/color rich text tags now have to be properly terminated. This means eg: "[color=red]Red circuits" will now need to be "[color=red]Red circuits[/color]". This fixes a number of issues with handling start/end tags. more[forums.factorio.com] ...
Read more

09 Apr

Post
Bugfixes
  • Fixed a crash when hovering over some inventory-like GUI elements.

Includes version 0.17.27 Bugfixes
  • Fixed that pollution statistic values from entities were reversed and didn't increase evolution. more[forums.factorio.com]
  • Fixed a crash when mods would set special_signal = true for virtual-signal prototypes.
  • Fixed a crash when a mining drill is destroyed during the resource-depleted event.
  • Fixed a crash when loading modded saves related to recipe migrations and fluidboxes.
  • Fixed a desync related to the blueprint library and keeping outdated blueprints between versions.
  • Fixed crash when undoing manual removal of entity marked for deconstruc...
Read more

02 Apr

Post
Balancing
  • Changed god controller inventory size to be the same as the character inventory size.
Bugfixes
  • Fixed rendering of targeting range visualization for turrets with limited turn range. more[forums.factorio.com]
  • Fixed parameters passed to LuaPlayer::zoom_to_world didn't have any effect. more[forums.factorio.com]
  • Fixed that power poles would sometimes build automatically when they shouldn't. more[foru...
Read more