Search found 44 matches

by th0
Mon Nov 18, 2024 7:50 pm
Forum: Not a bug
Topic: [2.0.20] Rocket Silo does not show input starved when in launch mode
Replies: 1
Views: 96

[2.0.20] Rocket Silo does not show input starved when in launch mode

This is probably minor. An entity that is input-starved normally has the field of its lacking input shaded in red: 11-18-2024, 20-49-38.png But the rocket silo does not, at least when it's in "Launching rocket" state: 11-18-2024, 20-48-59.png It won't continue production (obviously), but i...
by th0
Mon Nov 18, 2024 12:13 pm
Forum: Balancing
Topic: Molten iron/copper on Nauvis and Calcite demand
Replies: 7
Views: 532

Re: Molten iron/copper on Nauvis and Calcite demand

Yes of course, I can also do a fairly large base with 0 calcite per minute if I just use smelting. My point is not that it is impossible or even too challenging. I'm just saying that the added complexity discourages this base layout (because you can perfectly produce plates and steel without melting...
by th0
Mon Nov 18, 2024 11:31 am
Forum: Balancing
Topic: Molten iron/copper on Nauvis and Calcite demand
Replies: 7
Views: 532

Re: Molten iron/copper on Nauvis and Calcite demand

yep, I also thought of that. Some guy on reddit noticed that asteroid yield from space platforms does not increase much with size (don't have the link right now), so many Platforms is a solution. But I don't think it's a good one, more a workaround. My point is not that it's impossible to ramp up la...
by th0
Mon Nov 18, 2024 7:49 am
Forum: Balancing
Topic: Molten iron/copper on Nauvis and Calcite demand
Replies: 7
Views: 532

Molten iron/copper on Nauvis and Calcite demand

Hey there, Having started with SA, I really love the new molten copper/iron recipes. They are neat and give the factory a more industrial look. Also, they provide more freedom, because one can decide to build a factory using molten metals, or the coventional way. On a side note, the recipes are prob...
by th0
Tue Oct 29, 2024 11:43 am
Forum: Duplicates
Topic: [2.0.12] Text overflow in technology list popup when description is short
Replies: 1
Views: 59

[2.0.12] Text overflow in technology list popup when description is short

Hi there,

picture explains it best:
10-29-2024, 12-43-01.png
10-29-2024, 12-43-01.png (1012.75 KiB) Viewed 59 times
When the description is short, the [Entity...] string may flow over the boundary of the popup.

Cheers
by th0
Tue Oct 22, 2024 8:44 pm
Forum: Not a bug
Topic: [2.0.8] - Entity ghosts not removing correctly in map/remote view
Replies: 9
Views: 379

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

I second that this is absurdly weird behavior, it is inconsistent and annoying. I really don't see how this is "not a bug".
by th0
Mon Oct 21, 2024 4:00 pm
Forum: Duplicates
Topic: [2.0.7] Starting a new game or loading an existing one doesn't work
Replies: 1
Views: 73

[2.0.7] Starting a new game or loading an existing one doesn't work

Hey there, I'm hyped for Space Age, buuuut: 10-21-2024, 17-59-00.png This error happens directly after migration from latest 1.1.x, when either loading an existing save, or trying to create a new game. I'll investigate whether I can fix it, e.g. by purging the AppData folder, and keep you updated. B...
by th0
Tue May 03, 2022 7:56 am
Forum: Resolved Problems and Bugs
Topic: [1.1.58] Blueprints shotcuts on toolbar dont work when they are inside blueprint book
Replies: 7
Views: 5261

Re: [1.1.58] Blueprints shotcuts on toolbar dont work when they are inside blueprint book

I second this. Especially when you work with blueprints quite a bit, you want them to be readily available. If this means that you have to have them as seperate items in your inventory - what's the point of the Blueprint book them? The inventory will just be a mess. I would strongly support leaving ...
by th0
Wed Jun 17, 2020 6:06 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 26565

Re: Version 0.18.32

Thanks for the feedback. I will go and poke it with a stick.
Anyway, this update probably will create a huge mess in my base because of the new fluid system so I might opt out anyway :/
by th0
Wed Jun 17, 2020 5:55 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 26565

Re: Version 0.18.32

This beta for me is not available on Steam. Even though "Latest 0.18 Experimental" is selected, it only offers 0.18.31. Do I need to update manually?
by th0
Mon Jan 27, 2020 7:25 pm
Forum: Not a bug
Topic: [0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)
Replies: 3
Views: 1357

Re: [0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)

Hi, thanks for your reply, it's the regular German keyboard. I removed the Discord overlay and it does not happen since then (hence the suggestion that this is the reason). Anyway, I don't think this is the way the overlay should work in the first place, but I don't know whether it's a problem of Fa...
by th0
Mon Jan 27, 2020 7:05 pm
Forum: Not a bug
Topic: [0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)
Replies: 3
Views: 1357

[0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)

Hi there, as in the Subject. Once I type an Umlaut in the input box (see attached image), It is no longer possible to type or click anything, while the game continues to run normally. This can only be solved by killing the factorio.exe via task manager, and starting again. I'm on Win7 (see attached ...
by th0
Sun Oct 27, 2019 7:50 pm
Forum: Duplicates
Topic: [0.17.74] Very fast walking speeds allow ghosting through wall (Mod)
Replies: 2
Views: 1526

Re: [0.17.74] Very fast walking speeds allow ghosting through wall (Mod)

0.12, that was before my time :)
Thanks for searching in the archives.
by th0
Sun Oct 27, 2019 7:30 pm
Forum: Duplicates
Topic: [0.17.74] Very fast walking speeds allow ghosting through wall (Mod)
Replies: 2
Views: 1526

[0.17.74] Very fast walking speeds allow ghosting through wall (Mod)

Hi, If your character moves very fast, walls are no longer an obstacle. A player can easily run through a wall as if it was not there. This can happen if you mod character-running-speed or use a fat lot of exoskeletons. I am, however, unsure if the vanilla power armor size allows enough exoskeletons...
by th0
Fri Oct 18, 2019 12:30 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Replies: 4
Views: 5895

Re: [0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)

Thanks for the report, do you have reliable way to reproduce this? Or could you share you save file? Hi Boskid, congratulations on your promotion :) Oyxd wrote further down that it is fixed, do you still need anything? Thanks, fixed in 0.17.72. Thank you! May I ask what was causing this? -th0
by th0
Thu Oct 17, 2019 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Replies: 4
Views: 5895

[Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)

Title says it all, I was in world view and zooming out on a rather large (10k SPM) freeplay. Please find the log attached 0.002 2019-10-17 19:30:35; Factorio 0.17.71 (build 47452, win64, steam) 0.002 Operating system: Windows 7 Service Pack 1 0.003 Program arguments: "E:\Steam\steamapps\common\...
by th0
Tue Sep 24, 2019 1:34 pm
Forum: News
Topic: Factorio version 0.17 - Now stable
Replies: 33
Views: 20420

Re: Factorio version 0.17 - Now stable

i opened up the game to check on something, low and behold, an update prompt was starring back at me. the angelic choir proceeded to sing the praises of the first stable .17 !!! only issue that i have found, which i will post in the bug report, is that from updating to the .69 version from the .64 ...
by th0
Sat Sep 21, 2019 12:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Blueprint selection tool visual behavior weird (Minor)
Replies: 1
Views: 2188

[0.17.69] Blueprint selection tool visual behavior weird (Minor)

Hi, when using the Blueprint tool, normally all entities (whether they are built or ghosts) that will be in the blueprint are highlighted with four green corners. This is also the case for landfill, but only if the player is selecting *either* ghosts *or* built landfill. If he selects both, it looks...
by th0
Sat Sep 21, 2019 11:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.69] Undoing Shift+Placing a blueprint doesn't cancel deconstruction order
Replies: 1
Views: 2721

[kovarex] [0.17.69] Undoing Shift+Placing a blueprint doesn't cancel deconstruction order

Hi, when you place a blueprint over trees or rocks, the default behavior is that you cannot do that because "(whatever entity) is in the way". You can override this by Shift+Left click, in which case the trees (or rocks) will get marked for deconstruction. If you Ctrl+Z the construction of...
by th0
Thu Sep 12, 2019 10:56 am
Forum: Modding interface requests
Topic: Allow for penalty change in modded rail signal
Replies: 3
Views: 1868

Re: Allow for penalty change in modded rail signal

[...] You mentioned specifically adding a modded signal with a different penalty. What is the use case behind your need for multiple signals with different weights, over what the existing mods (eg: Picker Vehicles) can do by changing the weight of signals globally? I was unaware that this setting c...

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