Search found 14 matches

by jab416171
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?
by jab416171
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.
by jab416171
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...
by jab416171
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-...
by jab416171
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

Code: Select all

/open player_name
to open another player's inventory.
by jab416171
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.
by jab416171
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.
by jab416171
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...
by jab416171
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):

Code: Select all

xmodmap -e 'keysym Caps_Lock = Escape'
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.
by jab416171
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.
by jab416171
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...
by jab416171
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.
by jab416171
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.
by jab416171
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.

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