Search found 16 matches
- Fri Mar 22, 2019 12:15 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Doubleheaded Train does not choose shortest track
- Replies: 8
- Views: 4525
Re: [0.17.16]Doubleheaded Train does not choose shortest track
So I noticed something on your picture: you were inside the right-headed locomotive, and you ctrl-selected somewhere to the left of your train. I think because you are on the right-headed locomotive, the game sees that and decides to default the starting direction rightward. I suspect if you were on...
- Fri Mar 22, 2019 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.17]Power pole not placed on ghost while holding LMB.
- Replies: 7
- Views: 5606
Re: [0.17.17]Power pole not placed on ghost while holding LMB.
afaik, if you hold down LMB (without shift) with power poles on hand, it does not recognize ghosts at all, and would try to place poles most optimally(regardless of whether the chosen locations are already taken by ghosts). (EDIT: didn't finish my words) So in this case, I think this post is more of...
- Fri Mar 15, 2019 9:45 pm
- Forum: Duplicates
- Topic: [0.17.12] wall getting player stuck
- Replies: 1
- Views: 791
[0.17.12] wall getting player stuck
Don't know if this helps, but in this particular situation I was hosting a multi when the bug happened and I got stuck by walls forming a right triangle shape (see first video). It was interesting enough that I decided to try to reproduce it, which is the second video, where I got stuck in a square....
- Fri Mar 15, 2019 9:38 pm
- Forum: Not a bug
- Topic: [0.17.12] [multi] give/take without distance limitation
- Replies: 2
- Views: 1111
[0.17.12] [multi] give/take without distance limitation
During multiplayer (I host), I can give items to/take items from another player (presumably in my own force/team) regardless of where he/she is, given that I have previously opened their inventory. See video. Although there were two updates since I recorded the video, I don't think this issue is add...
- Thu Mar 14, 2019 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: add button to install optional dependencies for mods
- Replies: 0
- Views: 646
Suggestion: add button to install optional dependencies for mods
This idea came to me when reading release notes for 0.17.12 (viewtopic.php?f=3&t=67694). My suggestion is to add another button that says "Install with Optional Dependencies", treating all optional dependencies as required and install them as well.
- Thu Mar 14, 2019 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Energy Weapons Damage 3 should include chemical science
- Replies: 6
- Views: 2640
Re: [0.17.8] Energy Weapons Damage 3 does not include chemical science
- Thu Mar 14, 2019 12:22 am
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2856
Re: [0.17.11] (minor) mining prod research prerequisite
Also when I was digging through release notes, I found this post (https://forums.factorio.com/viewtopic.php?p=401129) that is marked solved and mentioned in 0.17.2. It seems that said post was pointing at essentially the same issue as I had pointed out, but the fix in 0.17.2 was so specific that onl...
- Thu Mar 14, 2019 12:16 am
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2856
Re: [0.17.11] (minor) mining prod research prerequisite
My understanding is that they made a deliberate decision not to make the extra science packs a formal requirement for the higher levels of multi-level research. The main reasoning being that it seems obvious enough anyway and that adding these would make the tech tree over-complicated and ugly. Thi...
- Wed Mar 13, 2019 8:52 pm
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2856
- Wed Mar 13, 2019 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Energy Weapons Damage 3 should include chemical science
- Replies: 6
- Views: 2640
- Wed Mar 13, 2019 3:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.10] Blueprint book shortcut not set
- Replies: 2
- Views: 2539
Re: [Oxyd] [0.17.10] Blueprint book shortcut not set
Update on this bug (0.17.11): it appears that except undo (I tried to remap to ctrl+alt+z and it displays it immediately), all other configured keymappings (tried to add alt or shift modifiers) are not reflected immediately in the quick bar or the checklist on the right side of the quick bar, probab...
- Wed Mar 13, 2019 3:35 am
- Forum: Not a bug
- Topic: [0.17.11] (maybe bug) items marked with upgrader blocks upgraded blueprints
- Replies: 1
- Views: 1538
[0.17.11] (maybe bug) items marked with upgrader blocks upgraded blueprints
See picture. The middle belts are currently yellow belts being marked for upgrade to red. I was holding a blueprint which has the middle belts as red belts, but the middle were marked red and would not place until I press shift to force-place. I am just wondering if this is an intended behaviour or ...
- Tue Mar 12, 2019 4:12 pm
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2856
Re: [0.17.11] (minor) mining prod research prerequisite
My suggestion is to auto-require science packs which can also help modding, but manually putting those prerequisites in would also be fine.
- Tue Mar 12, 2019 4:10 pm
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2856
Re: [0.17.11] (minor) mining prod research prerequisite
Additionally, the following techs also have the same issue: worker speed 3-5, inserter stack 3-7, laser turret speed 3-7, energy damage 4-6, character trash slot 2-5, character logistic slot 3-6, follower count 3-4, brake force 3-6, worker cargo 2-3. No picture for those because that would be excess...
- Tue Mar 12, 2019 3:52 pm
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2856
[0.17.11] (minor) mining prod research prerequisite
Finite miner researches do not yet require respective science packs. This is contrary to the common practice where you first unlock the science pack then the techs that use it. See picture.
- Mon Mar 11, 2019 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.10] Blueprint book shortcut not set
- Replies: 2
- Views: 2539
[Oxyd] [0.17.10] Blueprint book shortcut not set
Minor bug: quick bar says shortcut for blueprint book is not configured, but I have assigned it with primary control [alt-a] and alternative control [shift-alt-q]. Both controls has worked in game (it creates a book), but neither controls show on quick bar. (It says "Not set" when hovering...