Search found 133 matches
- Wed Nov 18, 2020 1:22 pm
- Forum: Duplicates
- Topic: Minor clipping in station name with rich text
- Replies: 2
- Views: 1271
Minor clipping in station name with rich text
Potion flask is cutt off at top. Screenshot shows 125% UI scale.
- Thu Nov 05, 2020 8:54 pm
- Forum: Logistic Train Network
- Topic: Alerts not being suppressed with Signal "Disable Warnings"
- Replies: 6
- Views: 3001
Re: Alerts not being suppressed with Signal "Disable Warnings"
Please explain how I should confiugre the settings to suppress the blinking Icon appearing to the right of my toolbar. Any flashing alerts perceived in the corner of my eye make me nervous and irritated while concentrating on the game.
- Wed Nov 04, 2020 6:24 pm
- Forum: Logistic Train Network
- Topic: Alerts not being suppressed with Signal "Disable Warnings"
- Replies: 6
- Views: 3001
Alerts not being suppressed with Signal "Disable Warnings"
Hi! I'm very new to LTN. I have a provider station into which I am feeding "Disable Warnings" signal. However the warning about a trains leaving with imcomplete order still appears as a blinking icon to the right of the toolbar. The alert does not appear as a console message. When I don't ...
- Tue Nov 03, 2020 11:14 pm
- Forum: Fan Art
- Topic: Lego Recreations
- Replies: 11
- Views: 11794
Re: Lego Recreations
Which software was used for these?
- Tue Nov 03, 2020 11:10 pm
- Forum: Railway Setups
- Topic: Water Supply
- Replies: 6
- Views: 4363
Re: Water Supply
Two green lights are not working on platform 1. Have you fixed it, @Dingo_PD?
- Tue Nov 03, 2020 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: Confirm sound on station rename twice as loud as close station dialog sound
- Replies: 2
- Views: 864
Re: Confirm sound on station rename twice as loud as close station dialog sound
You guys are awesome Czechs!
- Mon Nov 02, 2020 9:32 pm
- Forum: Resolved Problems and Bugs
- Topic: Confirm sound on station rename twice as loud as close station dialog sound
- Replies: 2
- Views: 864
Confirm sound on station rename twice as loud as close station dialog sound
Hi! The sound when clicking on confirm from the rename station dialog ... 2020-11-02_22-26-57.png ... is around twice as loud (and too way too loud imho) as the same sound of closing the station dialog ... 2020-11-02_22-27-16.png This one has long bothered my ears, but I also think it is a minor inc...
- Sat Oct 31, 2020 10:28 am
- Forum: Technical Help
- Topic: Mod settings still governing my save after mod uninstall?
- Replies: 5
- Views: 1530
Re: Mod settings still governing my save after mod uninstall?
Which values entered into these mod settings correspond exactly to vanilla?
https://mods.factorio.com/mod/Clockwork
I could try setting those, and then removing the mod...
https://mods.factorio.com/mod/Clockwork
I could try setting those, and then removing the mod...
- Sat Oct 31, 2020 10:25 am
- Forum: Technical Help
- Topic: Mod settings still governing my save after mod uninstall?
- Replies: 5
- Views: 1530
Re: Mod settings still governing my save after mod uninstall?
Thanks! Hmm I do mind disabling achievements and I dont want to fiddle around with my save file or /editor. Gees, that mod should really warn players about this in the description imho. I'm not all that technically knowlegable about the game, but I always believed that the Modding System of factorio...
- Thu Oct 29, 2020 11:37 pm
- Forum: Technical Help
- Topic: Mod settings still governing my save after mod uninstall?
- Replies: 5
- Views: 1530
Mod settings still governing my save after mod uninstall?
Hi! I needed to briefly use the mod "Clockwork" so installed it and tweaked the "per-map" settings of the mod to make daytime very long. After I was done using it, I uninstalled the mod. However I noticed that the days where still very long, so I suspected the mod's settings wher...
- Sat Oct 24, 2020 11:42 pm
- Forum: Not a bug
- Topic: [kovarex] Minor UI-Sound Inconsistency
- Replies: 2
- Views: 919
Re: [kovarex] Minor UI-Sound Inconsistency
Aha, that explains it! OK then.
- Wed Oct 14, 2020 10:16 pm
- Forum: Not a bug
- Topic: Chosen Tile Placement Size does not persist after loading a save after exit
- Replies: 4
- Views: 1171
Re: Chosen Tile Placement Size does not persist after loading a save
I am not complaining, just pointing out a minor inconsistency, hopefully contributing to the overall polish where I can.AmericanPatriot wrote: ↑Wed Oct 14, 2020 10:12 pmI don’t think it is that hard to just press + twice
- Wed Oct 14, 2020 10:07 pm
- Forum: Not a bug
- Topic: Chosen Tile Placement Size does not persist after loading a save after exit
- Replies: 4
- Views: 1171
Chosen Tile Placement Size does not persist after loading a save after exit
Hi! The chosen tile placement size - persists within a game session - persists after loading the save not exiting factorio - does not persist and reverts back to (default?) 2x2 after exiting/restarting factorio, then loading the save If a player wants to build consistent width paths/roads throughout...
- Wed Oct 14, 2020 6:03 pm
- Forum: Gameplay Help
- Topic: How to build click-drag only on matching ghosts?
- Replies: 2
- Views: 1531
Re: How to build click-drag only on matching ghosts?
confirmed, that is the solution! thank you!
- Wed Oct 14, 2020 6:00 pm
- Forum: Ideas and Suggestions
- Topic: Sorting savegames: by date / world
- Replies: 55
- Views: 16074
Re: Sorting savegames (was: Save game system)
OK, I did not realize there is more complexity to this.
All I wish for to be added is to display the timestamp of a save underneath "play time".
All I wish for to be added is to display the timestamp of a save underneath "play time".
- Wed Oct 14, 2020 5:57 pm
- Forum: Gameplay Help
- Topic: How to cancel deconstruction of trees & cliffs?
- Replies: 3
- Views: 2918
Re: How to cancel deconstruction of trees & cliffs?
Loewchen, thanks, that is the solution!
- Wed Oct 14, 2020 5:49 pm
- Forum: Gameplay Help
- Topic: How to build click-drag only on matching ghosts?
- Replies: 2
- Views: 1531
How to build click-drag only on matching ghosts?
Apparently this is possible. When I click to build onto a ghost, hold the mouse button and drag towards the next same-type ghost a few tiles away, the entity gets placed as soon as there is space under the cursor and NOT only on the next matching ghost. Apparently this is possible as seen here https...
- Tue Oct 13, 2020 8:36 pm
- Forum: Gameplay Help
- Topic: How to cancel deconstruction of trees & cliffs?
- Replies: 3
- Views: 2918
How to cancel deconstruction of trees & cliffs?
How is it done? Tried shift+leftclick or decon planner with igonre:only trees and cliffs, but did not work.
- Tue Oct 13, 2020 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Sorting savegames: by date / world
- Replies: 55
- Views: 16074
Show Date/Time of Saves in Load UI
Hi! Among the information shown for each save, such as duration played, map version, mods etc, a quite basic thing seen in most games I know is missing: Date and Time of the Save. -> I have to check the file modification timestamp in the file system outside the game to know when a particular save wa...
- Mon Oct 12, 2020 5:30 pm
- Forum: Gameplay Help
- Topic: Force blueprint on water to add landfill as needed?
- Replies: 10
- Views: 5742
Re: Force blueprint on water to add landfill as needed?
Thanks for the replies!
I understand from this, that it is not possible in vanilla and withouth using /editor.
I understand from this, that it is not possible in vanilla and withouth using /editor.