Search found 24 matches
- Mon Nov 30, 2020 9:45 pm
- Forum: Ideas and Suggestions
- Topic: Placing underground ghosts rotates 180 and cannot be dragged "sideways"
- Replies: 1
- Views: 831
Placing underground ghosts rotates 180 and cannot be dragged "sideways"
TL;DR The new rotation of underground belt ghosts on placement sucks bad... What ? Please add an option to disable rotation of underground belts/pipes upon placing. Preferably by dropdown with "Rotate always", "Rotate when placing normally", "Rotate when placing ghost"...
- Mon Nov 30, 2020 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Weapon/ammo readout position
- Replies: 6
- Views: 2267
Re: Weapon/ammo readout position
A dropdown for an option would be nice, maybe "Left, Center Left, Center Right, Right"?
- Mon Nov 30, 2020 9:12 pm
- Forum: Not a bug
- Topic: Placing underground ghosts rotates 180...
- Replies: 6
- Views: 2078
Re: Placing underground ghosts rotates 180...
Well, since the thread is already created, and I do not feel like cross/double posting. A mod can move it to feature request if need be.
- Mon Nov 30, 2020 9:02 pm
- Forum: Not a bug
- Topic: Placing underground ghosts rotates 180...
- Replies: 6
- Views: 2078
Re: Placing underground ghosts rotates 180...
I would say its both a bug and a feature request. Since the "Lock Belt Building To Straight Line"-option has forgotten about underground belts.
- Mon Nov 30, 2020 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Weapon/ammo readout position
- Replies: 6
- Views: 2267
Weapon/ammo readout position
Hello, I noticed that after upgrading to 1.1.1, the ammo/weapon thingie has suddenly moved to the left side. I'm right handed and have played this game for a significant amount of time. I'm simply more used to and more comfortable with having it on the right side. Please add an option to choose whic...
- Mon Nov 30, 2020 8:34 pm
- Forum: Not a bug
- Topic: Placing underground ghosts rotates 180...
- Replies: 6
- Views: 2078
Placing underground ghosts rotates 180...
Hi, After upgrading to 1.1.1, I'm VERY disappointed in a lot of new changes. This thread being specifically for the shift-place on underground belts, since placing a long line of belts facing the same direction have now become seriously more tedious. Previously (and by that I mean, during my 3000+ h...
- Sat Mar 21, 2020 6:56 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 157694
Re: [MOD 0.18] KRASTORIO^2
I've been playing Krastorio 2 for a while now with a friends. And since I'm used to them, I also have a bunch of other mods, for example Merging Chests and LTN. And everything has been going fine. Tho, Just now I noticed a bit of a weird thing. Lets just post the basics values: Wood Chest 1x1 = 16 s...
- Thu Oct 03, 2019 8:07 am
- Forum: Duplicates
- Topic: [0.17.69] Lamps and Ultra Wide resolutions
- Replies: 10
- Views: 3574
Re: [0.17.69] Lamps and Ultra Wide resolutions
Perhaps a duplicate, but linked post is stated as resolved. Feel free to merge if needed.invisus wrote: βThu Oct 03, 2019 4:31 amOr perhaps viewtopic.php?f=11&t=71729eradicator wrote: βWed Oct 02, 2019 10:17 pm Sounds a bit like this? viewtopic.php?p=438678#p438678
- Wed Oct 02, 2019 10:03 pm
- Forum: Duplicates
- Topic: [0.17.69] Lamps and Ultra Wide resolutions
- Replies: 10
- Views: 3574
[0.17.69] Lamps and Ultra Wide resolutions
Hi, This is a minor bug, but yet a bug. When moving away from a light source with large radius, the light stops rendering on Ultra Wide resolutions (not tested on non-UW). See screenshots. There is nothing turning on or off the lights, they are just normal day-night-cycling lamps. Factorio-lamp-bug-...
- Sun Aug 04, 2019 8:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118102
Re: [MOD 0.16] Realistic Reactors
Hi, I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste. Please look into this. //Regards Thank you for the input. Apparently, something is not compatible between bob's revamp mods ...
- Sun Aug 04, 2019 4:46 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118102
Re: [MOD 0.16] Realistic Reactors
Hi,
I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste.
Please look into this.
//Regards
I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste.
Please look into this.
//Regards
- Sat Jun 08, 2019 7:50 am
- Forum: Pending
- Topic: [0.17.47] Belt issues after last update
- Replies: 3
- Views: 1501
[0.17.47] Belt issues after last update
Hi, After your recent patch to version 0.17.47 I had to also update my mods, which I do not do very often. But this time, a lot of issues came about since bob's a few mods reset its settings, again. Bob's mods and LTN is the ones I have clearly noticed. One of the issues that came about was that bob...
- Sun Mar 10, 2019 4:46 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155579
Re: [0.17] Please post bugs and balance issues here.
Happens when I die, 2nd time now.
- Sun Mar 03, 2019 12:21 pm
- Forum: Not a bug
- Topic: [0.17.4] Locked cargo space considered full for train conditions
- Replies: 5
- Views: 1628
Re: [0.17.4] Locked cargo space considered full for train conditions
Weird, after re-adding the rule, it works correct again...
- Sun Mar 03, 2019 12:21 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 55138
Re: [MOD 0.16] Realistic Electric Trains
Will this be updated for .17?
- Sat Mar 02, 2019 2:17 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118102
Re: [MOD 0.16] Realistic Reactors
Hm... Is there any way to read energy usage? Like in actually produced energy?
Lets say I make a multi stage reactor.
"Section x[ Activation when energy usage > 80%, deactivation power usage < 100%/active section ]"
Lets say I make a multi stage reactor.
"Section x[ Activation when energy usage > 80%, deactivation power usage < 100%/active section ]"
- Sat Mar 02, 2019 11:17 am
- Forum: Not a bug
- Topic: [0.17.4] Locked cargo space considered full for train conditions
- Replies: 5
- Views: 1628
[0.17.4] Locked cargo space considered full for train conditions
Hi,
Full cargo is not working as before. It no longer cares for disabled spaces.
Please fix
//Kind regards
Full cargo is not working as before. It no longer cares for disabled spaces.
Please fix
//Kind regards
- Fri Mar 01, 2019 10:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118102
Re: [MOD 0.16] Realistic Reactors
I have installed it, but cant test yet, waiting for some final mods to get patches first. MergerChests is taking its time, w/o it, my LTN breaks.
- Fri Mar 01, 2019 1:53 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118102
Re: [MOD 0.16] Realistic Reactors
I'll simply look forward to the release then. Thank you kindly for your work and good luck
- Fri Mar 01, 2019 10:33 am
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118102
Re: [MOD 0.16] Realistic Reactors
Is this mod getting updated for .17? I really wish to continue playing my map and not start a new.