Search found 14 matches
- Thu Oct 31, 2024 7:43 pm
- Forum: Not a bug
- Topic: Allow personal robots to use your trash slots to build
- Replies: 4
- Views: 292
Re: Allow personal robots to use your trash slots to build
Thank you kovarex. Should I open a thread under feature requests then? or is this just something that's not going to happen?
- Thu Oct 31, 2024 12:15 am
- Forum: Not a bug
- Topic: Allow personal robots to use your trash slots to build
- Replies: 4
- Views: 292
Allow personal robots to use your trash slots to build
Wasn't sure whether I should put this under feature requests or bugs, but personal construction bots should be able to use items in trash slots to build.
- Sun Oct 27, 2024 2:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [2.0.12] Clicking on ghost power pole opens invisible dialog
- Replies: 2
- Views: 612
[Rseding] [2.0.12] Clicking on ghost power pole opens invisible dialog
This may be related to 116851, but when clicking on a ghost electric pole that then gets built, you have to dismiss (push e or escape) before you can see the power network from that electric pole. You can however click on existing electric poles immediately. If this is confusing, here's the steps to...
- Wed Oct 23, 2024 12:49 am
- Forum: Duplicates
- Topic: Crash when opening hidden research
- Replies: 1
- Views: 63
Crash when opening hidden research
I'm using the Discovery Tree mod, and when I open factoriopedia and click on a research that's hidden it causes a crash. Factorio crashed. Generating symbolized stacktrace, please wait ... /tmp/factorio-build-qVclFl/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream /tmp/factorio-build-...
- Fri Mar 15, 2019 11:00 pm
- Forum: Not a bug
- Topic: [0.17.12] [multi] give/take without distance limitation
- Replies: 2
- Views: 1110
Re: [0.17.12] [multi] give/take without distance limitation
This is not a bug. You can also just to open another player's inventory.
Code: Select all
/open player_name
- Sun Mar 03, 2019 7:01 am
- Forum: Duplicates
- Topic: [0.17.4] Crash when canceling mining productivity
- Replies: 1
- Views: 877
[0.17.4] Crash when canceling mining productivity
I just had a crash when canceling an item from the research queue. Load up the save (temp.zip), and cancel the first item in the queue (mining productivity) and it crashes.
Also (maybe unrelated): if I queue up mining productivity, I have two Mining Productivity 6's in the queue.
Also (maybe unrelated): if I queue up mining productivity, I have two Mining Productivity 6's in the queue.
- Fri Mar 01, 2019 9:04 am
- Forum: Duplicates
- Topic: [0.17.2][keybind] Software mapped keys don't work
- Replies: 4
- Views: 1344
Re: [0.17.2] Software mapped keys don't work
This is being addressed in viewtopic.php?f=7&t=65881. Mods feel free to close or merge this thread.
- Wed Feb 27, 2019 10:51 pm
- Forum: Duplicates
- Topic: [0.17.2][keybind] Software mapped keys don't work
- Replies: 4
- Views: 1344
Re: [0.17.2] Software mapped keys don't work
Yeah, mapping the 2nd key for toggle menu works for toggling the menu (and also maps to "ESCAPE"), but that still doesn't dismiss the various dialogs (inventories, research, train menu, etc) I see what you mean by mapping it in the game (map "Caps lock" to toggle menu). I use cap...
- Wed Feb 27, 2019 10:13 pm
- Forum: Duplicates
- Topic: [0.17.2][keybind] Software mapped keys don't work
- Replies: 4
- Views: 1344
[0.17.2][keybind] Software mapped keys don't work
I remap my caps lock to escape by using xmodmap (on linux, like so):
The result is the caps lock key doesn't work like an escape key in the game. This issue did not exist in 0.16.
Code: Select all
xmodmap -e 'keysym Caps_Lock = Escape'
- Mon Dec 18, 2017 10:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] achievements are reset
- Replies: 9
- Views: 4486
Re: achievments are reset
I'm experiencing this same issue. I have not tried it without mods, although to my knowledge none of my mods add/change achievements. I play the game through Steam.
Steps to reproduce:
Create a game, earn an achievement, save and quit, and then reload the save. The achievement will be reset.
Steps to reproduce:
Create a game, earn an achievement, save and quit, and then reload the save. The achievement will be reset.
- Fri May 12, 2017 2:04 am
- Forum: Not a bug
- Topic: Wires not required when filling blueprint with robots
- Replies: 3
- Views: 2368
Re: Wires not required when filling blueprint with robots
Alright, after seeing this post, I'm going to be a good citizen and report this. I have a blueprint for a priority splitter (thanks to Steejo for coming up with it/popularizing it), and I was able to put it down in my current game without robots, and without even researching circuit networks, and it...
- Mon Nov 07, 2016 5:47 pm
- Forum: Not a bug
- Topic: [0.14.19] Steel furnaces don't make sound when opened
- Replies: 3
- Views: 1514
Re: [0.14.19] Steel furnaces don't make sound when opened
Why would stone furnaces have the sound effect but steel/electric furnaces don't? The sound should either be added to steel/electric furnaces, or removed from stone furnaces.
- Sun Nov 06, 2016 7:54 pm
- Forum: Not a bug
- Topic: [0.14.19] Steel furnaces don't make sound when opened
- Replies: 3
- Views: 1514
[0.14.19] Steel furnaces don't make sound when opened
When clicking on a stone furnace, it makes the "Inventory Open/Close" sound effect. Steel furnaces do not make this sound. This is on a multiplayer game (headless server), but I doubt that's the cause of the bug.
- Fri Aug 05, 2016 8:40 pm
- Forum: Releases
- Topic: Version 0.13.14
- Replies: 33
- Views: 24213
Re: Version 0.13.14
Thanks for the surplus items from handcrafting fix, I wasn't sure if that was a regular Factorio bug or if it was a result of me using Bob's Mods. I had crafted a ton of railroad tracks and ended up with a stack of iron sticks leftover in my inventory.