Search found 30 matches
- Fri Apr 26, 2024 11:46 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 142
- Views: 13471
Re: Friday Facts #408 - Statistics improvements, Linux adventures
There's a feature I would like very much: Theoretical maximum consumption (both for power and for items/fluids), basically just the count "how much input material/power would I need in a given timeframe if all my machines were running at the same time (even those just standing around without an...
- Sat Nov 07, 2020 10:42 am
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
- Replies: 6
- Views: 1975
Re: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
It happened yesterday, and today. I managed to reproduce it and capture it on video, will upload it later once I have the time for it. I'm not using an inventory sorting mod, but it might be related to the QueueToFront mod. edit: Only happens when queueuing to front. I'll make a thread in that mod's...
- Fri Nov 06, 2020 11:40 pm
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
- Replies: 6
- Views: 1975
Re: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
... I should have recorded it when it happened, then I wouldn't be doubting my sanity now. I will record it when it happens again, perhaps there are certain circumstances that make it manifest. It was definitely reproducible when I posted it, but it is not now.
- Fri Nov 06, 2020 9:44 am
- Forum: Not a bug
- Topic: [kovarex] [1.0.0] Handcrafting item scrolls to top of tab
- Replies: 6
- Views: 1975
[kovarex] [1.0.0] Handcrafting item scrolls to top of tab
As described in https://forums.factorio.com/viewtopic.php?f=11&t=82438 I have a lot of recipes in one tab, making a scroll bar appear. If I scroll down to the bottom to click on a recipe, it crafts that item, but jumps back to the top. I used a lot of mods to get to this point, but the AAI progr...
- Fri Aug 14, 2020 10:01 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 105507
Re: Friday Facts #360 - 1.0 is here!
Apart from the obvious, the thing I enjoy about this update the most is: Spidertron requires a fish to craft.
- Sat Jul 25, 2020 8:33 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 45347
Re: Friday Facts #357 - Nuke
The most important question for me: If I make a blueprint with a 32x32 grid, will it align to chunk borders or be outside of them?
- Wed Sep 11, 2019 8:13 am
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11802
Re: [0.17+] Warptorio2
No game over condition? There should be a special entity on the surface that the player has to defend. Maybe if the warp platform entrance wasn't invulnerable... From that perspective, it makes sense to have the warp reactor on the surface. If it is destroyed, the resulting explosion destroys the e...
- Tue Apr 23, 2019 5:55 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 136210
Re: [0.17] Please post bugs and balance issues here.
This sometimes happens when editing inserter pickup/dropoff positions: 11591.128 Error MainLoop.cpp:1166: Exception at tick 1980569: The mod Bob's Adjustable Inserters mod caused a non-recoverable error. Please report this error to the mod author. Error while running event bobinserters::bob-inserte...
- Tue Apr 23, 2019 1:34 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 136210
Re: [0.17] Please post bugs and balance issues here.
This sometimes happens when editing inserter pickup/dropoff positions: 11591.128 Error MainLoop.cpp:1166: Exception at tick 1980569: The mod Bob's Adjustable Inserters mod caused a non-recoverable error. Please report this error to the mod author. Error while running event bobinserters::bob-inserter...
- Wed Feb 27, 2019 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Crash in ingame mod portal (InstallModsPane::addModToStack)
- Replies: 1
- Views: 747
[0.17.1] Crash in ingame mod portal (InstallModsPane::addModToStack)
1. Opened mod page, started downloading mods ingame
2. Selected a mod with multiple dependencies, clicked on the little button next to (as of yet unfilled) dependency
3. Game froze, then crashed a few seconds later (SIGSEGV)
Attached is the log file
2. Selected a mod with multiple dependencies, clicked on the little button next to (as of yet unfilled) dependency
3. Game froze, then crashed a few seconds later (SIGSEGV)
Attached is the log file
- Sun Jan 06, 2019 3:59 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154896
Re: Friday Facts #275 - 0.17 Science changes
Just chiming in with another idea:
Can we have some rails as ingredient for military science instead? I want to research rail guns. The walls are obviously test targets.
Can we have some rails as ingredient for military science instead? I want to research rail guns. The walls are obviously test targets.
- Sun Dec 30, 2018 1:07 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154896
Re: Friday Facts #275 - 0.17 Science changes
The role of the rulemakers in an open forum is, mostly, to say "no, this is not up for discussion at this moment" or "yeah, that's worth thinking about". That doesn't make it less frustrating when the answer is no, but I'm happier if they spend their more of time making the game...
- Sat Dec 29, 2018 12:26 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154896
Re: Friday Facts #275 - 0.17 Science changes
I am always amazed at how fast a productive and constructive forum post will end up into a negative read. It's one of the reasons I usually dont read forums (plus I just prefer mailing lists but that's just old me). I will congratulate Wube on trying to be so transparent to the users and to listen ...
- Fri Dec 28, 2018 9:44 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154896
Re: Friday Facts #275 - 0.17 Science changes
The satellite is unlocked with the Space science pack technology and its only purpose is obtaining these science packs. How does that work? Something like you get say 500 space science packs for launching without satellite, but 1000 with satellite? Because you need them to research the satellite te...
- Fri Dec 28, 2018 5:18 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154896
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared ...
- Fri Dec 28, 2018 2:25 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 154896
Re: Friday Facts #275 - 0.17 Science changes
I like the changes overall, but I'm not a fan of the amount of rails needed for production science (just as I'm not with the copper cables right now for high-tech science). This is mainly for logistic reasons: With the other science packs, I can put in a few blue belts, perhaps some of them shared b...
- Tue Dec 04, 2018 7:15 am
- Forum: Technical Help
- Topic: [0.16.51] Game freeze in research screen
- Replies: 3
- Views: 1786
Re: [0.16.51] Game freeze in research screen
I retract my previous statement. I'll have to dig a bit deeper into the monitoring data I guess. I'll update once I find new info.
- Mon Dec 03, 2018 11:45 pm
- Forum: Technical Help
- Topic: [0.16.51] Game freeze in research screen
- Replies: 3
- Views: 1786
Re: [0.16.51] Game freeze in research screen
Thanks. That seems to have helped. I also had to increase the page file size as Windows crashed due to no virtual memory left.
- Mon Dec 03, 2018 8:18 pm
- Forum: Technical Help
- Topic: [0.16.51] Game freeze in research screen
- Replies: 3
- Views: 1786
[0.16.51] Game freeze in research screen
Greetings, I'm playing a (heavily modded) game of seablock with some addons. I've had this problem for a while now: I opened the research screen and take too long to select something (no matter whether I click something or not, it happens if I stay in the screen for too long), the game will freeze (...
- Mon Oct 29, 2018 6:44 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 211834
Re: Friday Facts #266 - Cleanup of mechanics
And with that I come full circle and steer the topic back to the problem at hand: Assembler ingredient limitations should not be removed in my opinion, and neither should efficiency (just because the devs don't use it doesn't mean modders shouldn't be able to) Mods can still use efficiency (this ha...