I'm having some trouble with a decider combinator:
Basically, I'm trying to burn away excess material on Gleba. I'm comparing the logistic network contents to set values, hoping to output any item that has more than the set amount. However, the output for some reason is "belt" instead of the bio ...
Search found 19 matches
- Tue Dec 10, 2024 1:42 pm
- Forum: Gameplay Help
- Topic: Decider combinator weird "anything" output
- Replies: 9
- Views: 1507
- Mon Dec 09, 2024 9:22 am
- Forum: Ideas and Suggestions
- Topic: Wait condition visualisation: show explicit "completed" state
- Replies: 6
- Views: 728
Wait condition visualisation: show explicit "completed" state
TL;DR
The Wait condition visualisations in any schedule UI should have a dedicated explicit marker to show that the condition is satisfied.
WHAT
Add a marker that explicitly marks a condition as satisfied, for each condition in the schedule. Off the top of the head, a checkmark or a visible ...
The Wait condition visualisations in any schedule UI should have a dedicated explicit marker to show that the condition is satisfied.
WHAT
Add a marker that explicitly marks a condition as satisfied, for each condition in the schedule. Off the top of the head, a checkmark or a visible ...
- Thu Oct 31, 2024 10:42 am
- Forum: Technical Help
- Topic: [Resolved] Bought wrong key, options?
- Replies: 3
- Views: 918
Re: Bought wrong key, options?
Resolved with the Wube Support, they are awesome, replied almost immediately, fixed things immediately. I love Wube!
- Mon Oct 21, 2024 12:04 pm
- Forum: Technical Help
- Topic: [Resolved] Bought wrong key, options?
- Replies: 3
- Views: 918
[Resolved] Bought wrong key, options?
Hello,
it seems I inadvertently used the wrong tab to buy Factorio Space Age. I had both the Factorio base game and Factorio Space Age options open for an earlier research, I wanted to buy Space Age, since I already own the base game; only after actually making the payment I found out I used the ...
it seems I inadvertently used the wrong tab to buy Factorio Space Age. I had both the Factorio base game and Factorio Space Age options open for an earlier research, I wanted to buy Space Age, since I already own the base game; only after actually making the payment I found out I used the ...
- Fri Feb 25, 2022 9:14 pm
- Forum: General discussion
- Topic: Web says "Password breached", how does it know, technically?
- Replies: 3
- Views: 2485
Re: Web says "Password breached", how does it know, technically?
Thanks, that was exactly the info I was looking for.
- Fri Feb 25, 2022 4:58 pm
- Forum: General discussion
- Topic: Web says "Password breached", how does it know, technically?
- Replies: 3
- Views: 2485
Web says "Password breached", how does it know, technically?
Hi,
the other day I logged into my account on factorio.com just to find out a big fat yellow warning at the top of the page saying:
Password breached
Your password has previously appeared in a data breach unrelated to factorio.com. Please change it as soon as possible on your profile page. For more ...
the other day I logged into my account on factorio.com just to find out a big fat yellow warning at the top of the page saying:
Password breached
Your password has previously appeared in a data breach unrelated to factorio.com. Please change it as soon as possible on your profile page. For more ...
- Wed Oct 27, 2021 9:20 am
- Forum: Duplicates
- Topic: [1.1.43] Thread exception: double value not in range for fixed point number
- Replies: 5
- Views: 2194
Re: [1.1.43] Thread exception: double value not in range for fixed point number
I see this was already "solved" next door:
viewtopic.php?f=30&t=100394&p=555105
viewtopic.php?f=30&t=100394&p=555105
- Wed Oct 27, 2021 9:17 am
- Forum: Duplicates
- Topic: [1.1.43] Thread exception: double value not in range for fixed point number
- Replies: 5
- Views: 2194
Re: [1.1.43] Thread exception: double value not in range for fixed point number
I believe I've got the same issue, at least the relevant log lines say the very same:
103.140 Warning WorkerThread.cpp:58: Thread exception: double value not in range for fixed point number.
103.143 Error MainLoop.cpp:709: Thread pool error
103.144 Error Util.cpp:83: double value not in range for ...
103.140 Warning WorkerThread.cpp:58: Thread exception: double value not in range for fixed point number.
103.143 Error MainLoop.cpp:709: Thread pool error
103.144 Error Util.cpp:83: double value not in range for ...
- Fri Jul 19, 2019 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Check for updates before cropping sprites
- Replies: 2
- Views: 1331
Re: Check for updates before cropping sprites
Yes, please, this is getting on my nerves, too, especially since the Factorio startup times seem to have crawled to rather ridiculous amounts of time. 0.15 loaded within a few seconds, now 0.17 loads for over a minute.
- Tue Jul 31, 2018 2:31 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 39854
Re: Friday Facts #253 - Fans & Fun
Train-out-of-fuel warning is too late already. We need a Train-burning-its-last-fuel warning so that we can redirect the train to somewhere it can refuel *before* it halts completely.
Now, do we have any way of changing train schedules based on their cargo / fuel? That would be awesome - "when low ...
Now, do we have any way of changing train schedules based on their cargo / fuel? That would be awesome - "when low ...
- Wed Jul 25, 2018 12:58 pm
- Forum: News
- Topic: Friday Facts #251 - A Fistful of Frames
- Replies: 80
- Views: 44498
Re: Friday Facts #251 - A Fistful of Frames
I wish I had known about the LAN party earlier, I found out literally a day after. I was free at that time, I would have loved to come to play. :(
- Mon Dec 18, 2017 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Replies: 18
- Views: 13250
Re: [0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
I think I have hit the same crash - at least the stacktrace seems the same:
[...]
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-itcwd3\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-itcwd3\src\util ...
[...]
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-itcwd3\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-itcwd3\src\util ...
- Sat Oct 21, 2017 3:42 pm
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 29310
Re: Friday Facts #213 - The little things 2
Some people posted about needing to fit two or more recipes worth of requests in a requester chest. There's an easy solution, that even combines this with "more time". Have a shortcut that doesn't replace the currently requested items, but simply adds the ones being copied. This way:
- Copying a ...
- Copying a ...
- Wed Feb 01, 2017 2:21 pm
- Forum: Gameplay Help
- Topic: Disable mini map
- Replies: 10
- Views: 8079
Re: Disable mini map
Awesome mod, thanks :)
- Mon Jan 30, 2017 12:52 pm
- Forum: Gameplay Help
- Topic: Disable mini map
- Replies: 10
- Views: 8079
Re: Disable mini map
It's three years old but still relevant and one that I feel would be rather easy for the devs to fix, while scratching a major itch for me.
- Mon Jan 30, 2017 9:07 am
- Forum: Gameplay Help
- Topic: Disable mini map
- Replies: 10
- Views: 8079
Re: Disable mini map
Another good reason for hiding and showing the minimap is when the right sidebar is too full to show everything - for example when a logistics network has too many item types in it, you can't see the ones in the bottom. Currently this means going through three levels of menus to toggle the map on or ...
- Fri Sep 02, 2016 11:31 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 107477
Re: [MOD 0.13] Satellite Uplink Station 1.0.1
Here's a counter-argument: the current behavior somewhat collides with the "research all technologies" achievement.
- Fri Aug 26, 2016 7:42 am
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 107477
Re: [MOD 0.13] Satellite Uplink Station 1.0.1
Ah, that makes some sense.
Although it is against everything else in the game. Normally the game allows you to research everything without any limits. How about making the uplink station research available and the station constructible, but when one tries to use it without a satellite launched ...
Although it is against everything else in the game. Normally the game allows you to research everything without any limits. How about making the uplink station research available and the station constructible, but when one tries to use it without a satellite launched ...
- Thu Aug 25, 2016 4:21 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 107477
Re: [MOD 0.13] Satellite Uplink Station 1.0.1
Hi,
I've installed the mod when it was on version 1.0.0, now reached the endgame and just noticed that I cannot research the uplink station. I tried updating the mod to 1.0.1, still nothing. The technology is completely missing from the research window, it's not listed as unavailable, it's just not ...
I've installed the mod when it was on version 1.0.0, now reached the endgame and just noticed that I cannot research the uplink station. I tried updating the mod to 1.0.1, still nothing. The technology is completely missing from the research window, it's not listed as unavailable, it's just not ...