Search found 13 matches
- Tue Jul 04, 2017 9:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Impossible to use items filters with Macbooks
- Replies: 6
- Views: 4791
Re: [0.15.23] Impossible to use items filters with Macbooks
Thank you so much for workarounds and fixes <3
- Mon Jun 26, 2017 10:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Impossible to use items filters with Macbooks
- Replies: 6
- Views: 4791
[0.15.23] Impossible to use items filters with Macbooks
Slot filtering is bound to MOUSE3 by default, but there is no MOUSE3 available when only playing with a pad on your laptop. You can't change the keybinding because the game says you need to bind it to mouse actions; but such unused buttons aren't available. I guess allowing arbitrary keyboard binds ...
- Mon Jun 26, 2017 10:43 pm
- Forum: Won't fix.
- Topic: [0.15.17] Waking computer up made buildings disappear
- Replies: 2
- Views: 2153
[0.15.17] Waking computer up made buildings disappear
I was running an online game hosted by a friend. I took a break not by disconnecting but by simply closing the lid and putting the computer to sleep. After a moment I woke it up and was greeted by the following lovely bug – all buildings were gone but items and shadows were still visible. Skärmklipp...
- Fri Aug 26, 2016 9:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] Server not responding => crash (when many players)
- Replies: 4
- Views: 2118
Re: [0.14] Server not responding => crash (when many players)
Thought so too as they were happening in different circumstances. Although they do have a common feature of happening along with a server disconnect (and actually on the same server).
- Fri Aug 26, 2016 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] Server not responding => crash (when many players)
- Replies: 4
- Views: 2118
Re: [0.14] Server not responding => crash (when many players)
It happened again, although now without the considerable server load. I was building gear assembler when the game just stopped, all graphics stalled, mouse could still move but obniously the game had crashed. Task switching took a long time, but it revealed the error message.
- Fri Aug 26, 2016 4:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] Server not responding => crash (when many players)
- Replies: 4
- Views: 2118
[0.14] Server not responding => crash (when many players)
This happened a couple of times on different public servers with +5 people. I'm just a client, not hosting anything, all vanilla though server browser. Otherwise it's very smooth with the new netcode, but suddenly few minutes into the game (don't know why) it starts to lag and soon stalls. I get the...
- Wed Jul 06, 2016 2:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Stuck in a desync loop, must force quit Factorio
- Replies: 1
- Views: 966
[0.13.1] Stuck in a desync loop, must force quit Factorio
I've been playing a game on dedicated server for dozens of hours. Now when I connect and download the map, things move for about a second until desynchronization error. It downloads the map again and the exact same thing happens. The only way to get away and stop is to forcefully end the Factorio pr...
- Thu Jun 30, 2016 10:39 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Cable Resistance / Non-lossless Power Transmission
- Replies: 16
- Views: 21381
Re: Cable Resistance / Non-looseless Power Transmission
I also condone this brilliant idea Is basically just the direct application of the Kirchhoff's laws, kind of the first thing you learn when dealing with circuits. I presume the devs did their homework and got familiar with those laws before discarding the method because is not scalable. Solving tha...
- Tue Jun 28, 2016 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belts should require energy to function
- Replies: 4
- Views: 2859
Re: Conveyor Belts should require energy to function
Not really if the minimum requirement would be one single pole next to one belt.bobucles wrote:This is too big a hit to early game belts. But it would be a neat obstacle to get the higher speed belts going.
- Tue Jun 28, 2016 10:57 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belts should require energy to function
- Replies: 4
- Views: 2859
Re: Conveyor Belts should require energy to function
I actually looked through the whole subforum of denied ideas and didn't anything about this (so I did my research!). Thanks.ssilk wrote:Hehe... viewtopic.php?f=6&t=21921 Poll: Should belts use energy (and Offshore Pumps etc...)
- Mon Jun 27, 2016 7:44 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 204997
Re: Version 0.13.0
It worked like that earlier? Nice to learn now!saturn7 wrote:That has been changed since 0.12. You have to extend the belt to the last inserter.Proxy wrote: wh- why is the last Inserter not Doing stuff?Confused Inserter
- Mon Jun 27, 2016 6:49 pm
- Forum: Ideas and Suggestions
- Topic: Conveyor Belts should require energy to function
- Replies: 4
- Views: 2859
Conveyor Belts should require energy to function
"Hold on, this shouldn't be that easy..." is what I go through in my mind everytime I start a new game. From coal-burning drills to suddenly being able to build indefinitely long automatically moving belts without any power source breaks suspension of disbelief. I hereby suggest that belts...
- Mon Jun 27, 2016 6:29 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Cable Resistance / Non-lossless Power Transmission
- Replies: 16
- Views: 21381
Re: Cable Resistance / Non-looseless Power Transmission
I also condone this brilliant idea. Worth noticing is that the maths behind it is well-known so there would not be much guessing or empty trials involved! Specifically, this mechanic would make people train their intuition about inverse (first-order and quadratic) diminishing. Since P=V^2/R and resi...