Search found 20 matches
- Fri Jul 03, 2020 11:09 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 19059
Re: Friday Facts #354 - Launch party and HR power switch
Will there be a rotated version? Currently you're forced to always use a left/right power switch.
- Mon Aug 05, 2019 10:14 pm
- Forum: News
- Topic: Friday Facts #306 - Experimental Demo
- Replies: 155
- Views: 61308
Re: Friday Facts #306 - Experimental Demo
In the old campaign, "A New Hope" level 2 the player discovers a large base that has been decimated by biters. I remember that this was the level that my imagination really kicked into high gear. I think that without that glimpse into the future I might not have had the curiosity to contin...
- Thu Jul 18, 2019 5:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Crashes at max zoom in radar view w/ turret range visible
- Replies: 5
- Views: 2201
Re: [0.17.50] Crashes at max zoom in radar view w/ turret range visible
Update: it doesn't crash anymore. Thanks!
- Thu Jul 11, 2019 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Crashes at max zoom in radar view w/ turret range visible
- Replies: 5
- Views: 2201
- Thu Jul 04, 2019 1:50 pm
- Forum: Won't fix.
- Topic: [0.17.52] Damaged rail tracks prevent robots from placing curved segments
- Replies: 3
- Views: 2285
Re: [0.17.52] Damaged rail tracks prevent robots from placing curved segments
Thanks for the report. I don't consider this scenario worth the code complication and bugs it will introduce to try to account for it when building by robots. You'll simply have to repair the rail before the robots try to use it. I'd like to point out one additional thing.. The bots seem to actuall...
- Mon Jul 01, 2019 6:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 6810
Re: [0.17.52] Biters have just given up on attacking
Can you post a log file please. Sure. 0.001 2019-06-28 18:36:18; Factorio 0.17.52 (build 45814, mac, steam) 0.001 Operating system: macOS 10.14.5 0.001 Program arguments: "/Users/marcel/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/MacOS/factorio" "...
- Sun Jun 30, 2019 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.52] Biters have just given up on attacking
- Replies: 11
- Views: 6810
[Oxyd] [0.17.52] Biters have just given up on attacking
I'm about 210 hours into a vanilla deathworld marathon map (default settings, no mods) and the biters don't aggro on artillery anymore. It seems like they will form a platoon and get ready to attack but never quite make it. It's making clearing new territory really painful because I first have to se...
- Fri Jun 28, 2019 9:49 pm
- Forum: Won't fix.
- Topic: [0.17.52] Damaged rail tracks prevent robots from placing curved segments
- Replies: 3
- Views: 2285
[0.17.52] Damaged rail tracks prevent robots from placing curved segments
Steps to reproduce: - Place some train tracks - Turn off personal roboport and damage a single straight segment with 'C' key (damage, not destroy) - Deconstruct the tracks - At this point your inventory should contain 1 damaged rail track - Place a curved track ghost What happens: A construction rob...
- Wed Jun 26, 2019 5:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Crashes at max zoom in radar view w/ turret range visible
- Replies: 5
- Views: 2201
Re: [0.17.50] Crashes at max zoom in radar view w/ turret range visible
Does still crash in 0.17.52? Is there a way to update drivers for the external GPU or are you stuck with whatever the current version of macOS has? Yeah, it's still broken in 0.17.52. I haven't been able to reproduce the graphical issue with the flame turret range though. I did some testing and con...
- Sat Jun 22, 2019 7:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.50] Crashes at max zoom in radar view w/ turret range visible
- Replies: 5
- Views: 2201
[0.17.50] Crashes at max zoom in radar view w/ turret range visible
I'm running a weird machine configuration here so let me first get that out of the way. I'm using a 2019 MacBook Pro on macOS Mojave 10.14.5. I have an external GPU [Radeon RX Vega 56] attached via thunderbolt 3. Plugged into the Radeon is an Acer XR382CQK 37.5" display and I leave the laptop's...
- Thu May 02, 2019 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.34] Undo doesn't restore power switch wire connections
- Replies: 1
- Views: 1991
[kovarex] [0.17.34] Undo doesn't restore power switch wire connections
If you deconstruct a power switch and then undo it, the wire connections don't come back. Cut + paste works fine, assuming you also ctrl+x the poles it connected to. Here is a basic blueprint. You can place it, deconstruct the whole thing, and then undo to see the error. 0eNqVkd2KgzAQRt9lrmOJShVy28d...
- Fri Apr 26, 2019 11:57 pm
- Forum: Won't fix.
- Topic: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
- Replies: 4
- Views: 1596
Re: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
Lol fair enough. As a counterpoint I'd like to point out that personal roboports leave a lot to be desired late game. I carry around a second armor with this loadout: - 4 fusion reactor - 4 battery mk2 - 6 personal roboport mk2 - nightvision I'll switch to this armor when placing larger blueprints a...
- Wed Apr 24, 2019 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.32] "Not enough rails" message after successful track placement
- Replies: 1
- Views: 2309
[Twinsen][0.17.32] "Not enough rails" message after successful track placement
If you place rail tracks down using the non-ghost planner and part of the track overlaps an existing section, you might get the "Not enough rails" error message even though the rail was successfully placed. You can reproduce this by placing a straight run of tracks of any length. Now that ...
- Wed Apr 24, 2019 8:26 pm
- Forum: Won't fix.
- Topic: [0.17.32] "Mining" construction bots counts against Ctrl+Z history
- Replies: 4
- Views: 1596
[0.17.32] "Mining" construction bots counts against Ctrl+Z history
"Mining" construction bots by holding down right click affects the undo history. This happens to me a lot while placing down large blueprints with personal roboports. Eventually the roboports run out of charge and the construction bots will hover near the engineer waiting for a charge. To ...
- Wed Apr 24, 2019 6:32 pm
- Forum: Duplicates
- Topic: [0.17.32] Train wagon doesn't open when blueprint is rotated
- Replies: 1
- Views: 816
[0.17.32] Train wagon doesn't open when blueprint is rotated
I noticed an issue where a train stop I created behaves differently when I rotate the whole stop (like when I take a blueprint, pickup all the track, and rotate the whole thing including the tracks). The final train car does not open when the track is facing north, but it does open when the track is...
- Tue Apr 02, 2019 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.17 personal roboport shows construction area even when toggled off
- Replies: 5
- Views: 2880
0.17 personal roboport shows construction area even when toggled off
In 0.17.x (up to at least 0.17.24) if you toggle your personal roboport off and then hold a blueprint in your hand the green construction area for your personal roboport is still drawn. It makes it difficult to judge the area that your stationary roboports cover. I wasn't sure if this should be post...
- Fri Mar 15, 2019 11:06 pm
- Forum: Technical Help
- Topic: 0.17.x sometimes fails to start up with external GPU on OS X
- Replies: 4
- Views: 1695
Re: 0.17.x sometimes fails to start up with external GPU on OS X
Thanks, this works. Am I just going to have to use these flags forever? Am I losing anything with safe mode on? Alternativelly, you can disable gpu-accelerated-compression in config.ini, but using --gfx-safe-mode is fine. It disables GPU accelerated texture compression during sprite loading, and fo...
- Sat Mar 09, 2019 2:49 am
- Forum: Technical Help
- Topic: 0.17.x sometimes fails to start up with external GPU on OS X
- Replies: 4
- Views: 1695
Re: 0.17.x sometimes fails to start up with external GPU on OS X
Thanks, this works. Am I just going to have to use these flags forever? Am I losing anything with safe mode on?posila wrote: βFri Mar 08, 2019 4:26 pmHello, try to open Factorio properties in Steam Library and set launch options toCode: Select all
--gfx-safe-mode --max-texture-size=8192
- Thu Mar 07, 2019 10:50 pm
- Forum: Technical Help
- Topic: 0.17.x sometimes fails to start up with external GPU on OS X
- Replies: 4
- Views: 1695
0.17.x sometimes fails to start up with external GPU on OS X
I'm running a weird machine configuration here so let me first get that out of the way. I'm using a 2015 MacBook Pro on macOS Mojave 10.14.2. I have an external GPU [Radeon RX Vega 56] attached via thunderbolt 3. Plugged into the Radeon is an Acer XR382CQK 37.5" display and I leave the laptop's...
- Mon Mar 04, 2019 10:08 pm
- Forum: Outdated/Not implemented
- Topic: 0.17 what i wish to see in a demo
- Replies: 4
- Views: 2208
Re: 0.17 what i wish to see in a demo
Yeah I really enjoyed the train level in the old campaign as well. I was hoping to see more of that in the new campaign. After you finish the new campaign if you hit "continue playing" it opens the map up a little more and there's a weird bunker with a few electric furnaces up to the north...