Search found 44 matches
- 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...
- 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...
- 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...
- 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...
- 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: When the description is short, the [Entity...] string may flow over the boundary of the popup.
Cheers
picture explains it best: When the description is short, the [Entity...] string may flow over the boundary of the popup.
Cheers
- 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".
- 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...
- 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 ...
- 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 :/
Anyway, this update probably will create a huge mess in my base because of the new fluid system so I might opt out anyway :/
- 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?
- 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...
- 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 ...
- 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.
Thanks for searching in the archives.
- 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...
- 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
- 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\...
- 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 ...
- 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...
- 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...
- 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...