Search found 391 matches
- Sun Sep 08, 2019 6:22 pm
- Forum: Duplicates
- Topic: [17.68] Connections between electric poles are incorrectly copied
- Replies: 3
- Views: 1385
Re: [17.68] Connections between electric poles are incorrectly copied
Only electrical connections to power switches are copied. Every other possible connection is recalculated dynamically on constructing the entities.
- Thu Sep 05, 2019 3:32 am
- Forum: Not a bug
- Topic: [0.17.68]Right aligned tool-tip text
- Replies: 2
- Views: 1449
Re: [0.17.68]Right aligned tool-tip text
I don't know, personally I think it looks better there than lost amongst the white text
- Mon Sep 02, 2019 4:05 pm
- Forum: Not a bug
- Topic: [0.17.66] exoskeletons stopped working
- Replies: 3
- Views: 2073
Re: [0.17.66] exoskeletons stopped working
Press the keyboard shortcut to toggle exoskeletons again.
- Sat Aug 31, 2019 2:45 am
- Forum: Minor issues
- Topic: [kovarex] [0.17.60] Items degroup between splitters
- Replies: 9
- Views: 4636
Re: [0.17.60] Items degroup between splitters
Splitters are strictly deterministic, the issue is that the inputs vary in ways that are imperceptible to a human, so they strictly deterministically produce apparently different outputs for apparently identical inputs. Normally I'd be right with you on that, but the debug info in the video shows t...
- Thu Aug 29, 2019 1:43 pm
- Forum: Ideas and Suggestions
- Topic: The blueprints icon should be available earlier
- Replies: 8
- Views: 2121
Re: The blueprints icon should be available earlier
Additionally, `/unlock-shortcut-bar` can be used to unlock the shortcuts at any time.
- Tue Aug 20, 2019 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Increase radius of light if lamps are stacked
- Replies: 2
- Views: 1487
Re: Increase radius of light if lamps are stacked
Because that's how they're currently implemented. Changing them to use inverse square illumination will do as suggested (although require slightly more GPU power).
- Tue Aug 20, 2019 12:00 pm
- Forum: Duplicates
- Topic: [0.17.66]Deactivated inserters dumps stuff in hand into trains
- Replies: 3
- Views: 1439
Re: [0.17.66]Deactivated inserters dumps stuff in hand into trains
It's neither; it's just an artifact of the game. Something to work around when your builds get clever enough to run into it.
- Tue Aug 20, 2019 12:40 am
- Forum: Technical Help
- Topic: [0.17.66] Crash during zoomed out panning
- Replies: 8
- Views: 2883
Re: [17.66] (Graphics?) Crash during zoomed out panning
Those messages are from the file manager, not Factorio.
- Sun Aug 18, 2019 7:27 pm
- Forum: Not a bug
- Topic: [0.17.66] Pause broken on headless server
- Replies: 2
- Views: 1361
Re: [0.17.66] Pause broken on headless server
https://wiki.factorio.com/Version_history/0.17.0#0.17.0 wrote:
- Removed "admins" from the multiplayer server-settings file - they're now handled through server-adminlist.
- Sun Aug 18, 2019 2:48 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.66] config set name new_server_name
- Replies: 5
- Views: 2101
Re: [0.17.66] config set name new_server_name
It will not work. Those are not valid keys, as documented.
If you think they should work then this is a suggestion, not a bug report.
If you think they should work then this is a suggestion, not a bug report.
- Sun Aug 18, 2019 2:26 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.66] config set name new_server_name
- Replies: 5
- Views: 2101
- Sat Aug 17, 2019 6:32 am
- Forum: Not a bug
- Topic: [0.17.65] Dedicated Server server-settings.json Bug
- Replies: 1
- Views: 1314
Re: [0.17.65] Dedicated Server server-settings.json Bug
- Fri Aug 16, 2019 6:40 am
- Forum: Ideas and Suggestions
- Topic: Deconstructed entities that have an identical blueprint placed on top should have their deconstruction orders removed.
- Replies: 3
- Views: 1694
- Sun Aug 11, 2019 9:14 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.60] - Skype not visible 'above' Factorio on MacOS 10.14.6 (Mojave)
- Replies: 5
- Views: 2112
Re: [0.17.60] - Skype not visible 'above' Factorio on MacOS 10.14.6 (Mojave)
The naive solution is to call `setenv()` before calling `SDL_Init()`. Not certain if that would work though.
EDIT:
Looking at the docs it says "This hint must be set before any windows are created.", so it probably would work.
EDIT:
Looking at the docs it says "This hint must be set before any windows are created.", so it probably would work.
- Thu Aug 08, 2019 11:40 am
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49111
Re: Automatically landfill when placing blueprints/ghosts
Like the front page says, it nukes tiles. Blame the game, not the mod.
- Tue Aug 06, 2019 11:46 pm
- Forum: Implemented in 2.0
- Topic: Automatically landfill when placing blueprints/ghosts
- Replies: 89
- Views: 49111
- Tue Aug 06, 2019 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Option: disable auto-connect for a power pole
- Replies: 2
- Views: 1827
Re: Option: disable auto-connect for a power pole
Is having the power networks connected long enough to shift-click on the newly-placed power pole really that large enough of an issue?
- Mon Aug 05, 2019 1:30 pm
- Forum: Outdated/Not implemented
- Topic: Linux config directory should follow XDG Base Directory Specification
- Replies: 5
- Views: 2850
Re: [0.17.62] Linux config dir is $HOME/.factorio
+1. I don't particularly hate having it at ~/.factorio, but it's probably time to modernize.
- Sat Aug 03, 2019 5:41 pm
- Forum: Resolved Problems and Bugs
- Topic: Bug Report
- Replies: 3
- Views: 1454
Re: Bug Report
Please verify that you haven't bound a motion to left click in the control settings.
- Sat Aug 03, 2019 4:49 pm
- Forum: Ideas and Suggestions
- Topic: lack of decorative elements - inconsistency with electric connections
- Replies: 2
- Views: 1482
Re: lack of decorative elements - inconsistency with electric connections
I'm going to disagree that they need to be so grossly visible. The wires are there to transfer GW or even TW of power. Thus far the largest power consumption/production by an entity that I've come across is 80MW, which is multiple orders of magnitude smaller. Considering the already incredibly small...