Search found 19 matches
- Fri Nov 15, 2024 6:31 pm
- Forum: Not a bug
- Topic: 2.0.18 Cut/Paste on space platform deletes (some) entities and not others
- Replies: 2
- Views: 138
Re: 2.0.18 Cut/Paste on space platform deletes (some) entities and not others
Apologies, i found it. An inserter grabbed them and was mid-swing holding the items. Man that is way too hard to see...
- Fri Nov 15, 2024 5:47 pm
- Forum: Not a bug
- Topic: 2.0.18 Cut/Paste on space platform deletes (some) entities and not others
- Replies: 2
- Views: 138
Re: 2.0.18 Cut/Paste on space platform deletes (some) entities and not others
EDIT: I just sent up two new crushers to replace the ghosts. After delivery, i now have the two crushers installed as well as two additional crushers in the hub inventory. I can confirm there were no crushers in inventory prior to sending two new ones up. I can also confirm they did NOT build the gh...
- Fri Nov 15, 2024 5:41 pm
- Forum: Not a bug
- Topic: 2.0.18 Cut/Paste on space platform deletes (some) entities and not others
- Replies: 2
- Views: 138
2.0.18 Cut/Paste on space platform deletes (some) entities and not others
I tried searching for this but couldn't find a match. Why is cut/paste (CTRL-X/V) on a space platform causing the entities to delete permanently and I have to ship up new items? I noticed this on my crushers and space platform itself, but NOT on solar panels. This is very inconsistent. Is ctrl-X/ctr...
- Thu Nov 14, 2024 1:15 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.17] Crash generating new world (CrashHook thread race?)
- Replies: 4
- Views: 407
Re: 2.0.17 crash when generating new world
hmm, i just started again with no issue. It only crashed once.
- Wed Nov 13, 2024 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.17] Crash generating new world (CrashHook thread race?)
- Replies: 4
- Views: 407
[2.0.17] Crash generating new world (CrashHook thread race?)
I spent a little time adjusting sliders and when i had what i wanted, i clicked start. About 5 seconds later, it crashed. Log attached. 0.001 2024-11-13 10:10:49; Factorio 2.0.17 (build 80319, win64, steam, space-age) 0.001 Operating system: Windows 11 (build 22631) 0.000 Initializing Steam API. 0.0...
- Wed Nov 06, 2024 5:15 pm
- Forum: Duplicates
- Topic: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
- Replies: 8
- Views: 291
Re: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
agreed. that is the same.
- Wed Nov 06, 2024 5:13 pm
- Forum: Not a bug
- Topic: [2.0.13] Tech screen doesn't open when research finishes
- Replies: 2
- Views: 169
Re: [2.0.13] Tech screen doesn't open when research finishes
Perhaps a note then that it only works in single player?
Makes sense, and that is probably it.
Makes sense, and that is probably it.
- Sat Nov 02, 2024 7:07 pm
- Forum: Assigned
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 38
- Views: 33895
Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
I was able to fix this by adding more platform, waiting for it to start working, then i can decon the unneded platform. This seems quite buggy to me.
- Sat Nov 02, 2024 7:03 pm
- Forum: Assigned
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 38
- Views: 33895
Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
+1 same.
was able to fix 2 of them by decon and recon. But 2 stay the same.
was able to fix 2 of them by decon and recon. But 2 stay the same.
- Thu Oct 31, 2024 7:41 pm
- Forum: Duplicates
- Topic: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
- Replies: 8
- Views: 291
Re: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
Actually, it is neither of these. It did not happen during 1.x because i used similar blueprints without issue - they worked as expected. 117222 seems to be about using different underground types, but this was yellow belt over a yellow bp. It more closely relates to the item i listed in my link tho...
- Wed Oct 30, 2024 10:28 pm
- Forum: Not a bug
- Topic: [2.0.13] Tech screen doesn't open when research finishes
- Replies: 2
- Views: 169
[2.0.13] Tech screen doesn't open when research finishes
In Settings, interface, interaction: i expect when the option: "Open technology screen when research is completed" is checked, the tech research screen will open when my last research finishes and my queue is empty. This is how it worked in 1.1. However, the setting seems to do nothing at ...
- Wed Oct 30, 2024 9:08 pm
- Forum: Bug Reports
- Topic: [2.0.12] Draggin belt over more than one underground belt sideways does not work (MR)
- Replies: 8
- Views: 1034
Re: [2.0.12]Weird interaction with drag belt over underground belts
Interestingly, it seems to work fine if you drag the belt 'backwards' (Not in the direction of movement)
- Wed Oct 30, 2024 7:41 pm
- Forum: Bug Reports
- Topic: [2.0.12] Draggin belt over more than one underground belt sideways does not work (MR)
- Replies: 8
- Views: 1034
Re: [2.0.12]Weird interaction with drag belt over underground belts
Also happens if a splitter or belts are between the two undergrounds. (an empty gap works fine)
- Wed Oct 30, 2024 7:38 pm
- Forum: Bug Reports
- Topic: [2.0.12] Draggin belt over more than one underground belt sideways does not work (MR)
- Replies: 8
- Views: 1034
Re: [2.0.12]Weird interaction with drag belt over underground belts
+1 same, but interestingly, it also tries to do an underground with 5 (even though underground only allows gaps of four) see pic
- Wed Oct 30, 2024 7:37 pm
- Forum: Duplicates
- Topic: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
- Replies: 8
- Views: 291
Re: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
DIdn't find it on first search, but seems to be same as: viewtopic.php?f=7&t=118421&p=628525&hil ... nd#p628525
- Wed Oct 30, 2024 7:29 pm
- Forum: Duplicates
- Topic: 2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
- Replies: 8
- Views: 291
2.0.13 dragging belt over a blueprint with undergrounds places only the first underground
Easy to replicate. 1. Place a belt down, horizontal for example. 2. Ghost-drag belt across it so that it auto-forms undergrounds. 3. Then, actually drag the real belt over the ghost belt+underground. Only the first underground will be placed, the second will remain a ghost. Image attached - Steps 1-...
- Fri Oct 25, 2024 7:45 pm
- Forum: Not a bug
- Topic: [2.0.10] Constant combinator alt-mode no longer displays signals in definition order
- Replies: 6
- Views: 346
constant combinator changes order for display
No matter what i select for my constant combinator, it rearranges them to choose what to display (perhaps based on item ID?) This can cause loss of items when you want to display certain items which it doesn't prioritize. In my case, i found it with two items swapping. It doesn't matter what order i...
- Wed Oct 23, 2024 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.9] Crash on "Reconnect" after being dropped for too slow in LogisticButton::addToDescription()
- Replies: 2
- Views: 509
Re: Crash on "Reconnect" after being dropped for too slow
as an additional note, i did have my inventory open (not sure if that matters). I point that out because it didn't crash on my latest reconnect and the only thing i see different so far is that my inventory isn't open.
- Wed Oct 23, 2024 6:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.9] Crash on "Reconnect" after being dropped for too slow in LogisticButton::addToDescription()
- Replies: 2
- Views: 509
[Genhis][2.0.9] Crash on "Reconnect" after being dropped for too slow in LogisticButton::addToDescription()
Playing 2.0.9 on Colonel Will's group server. I was dropped due to being to slow (seems to go up and down over time) and when I click the "Reconnect" button it shows the error asking me to submit the log file. (Attached) 0.001 2024-10-23 09:38:37; Factorio 2.0.9 (build 79509, win64, steam,...