Search found 43 matches
- Tue Nov 24, 2020 11:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
- Replies: 6
- Views: 3370
Re: [1.1.0] adding logistic requests by set_personal_logistic_slot() seems not to update the GUI correctly if GUI is ope
sidenote: adding a (single) request to the first slot of that row does not extend the slots either if no other slot in that row is configured: That is also the case when you do it manually via the gui. So far i assumed it is intentional (for whatever reason) Sorry, I missed to add that this was don...
- Tue Nov 24, 2020 11:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
- Replies: 6
- Views: 3370
Re: [1.1.0] adding logistic requests by set_personal_logistic_slot() seems not to update the GUI correctly if GUI is ope
Oh, just noticed: if you add a slot further down (by script), it will not be visible until the GUI is closed and re-opened or visible slot is manipulated manually. Someting similar happens when deleting slots by sript: /c local slots = game.player.character.request_slot_count; game.player.print (slo...
- Tue Nov 24, 2020 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
- Replies: 6
- Views: 3370
[Twinsen][1.1.0] manipulating logistic requests by script seems not to update the GUI correctly if GUI is open
Hi there, first things first: Thanks for all the love you guys give this game, it's once more an amazing update! I'm just updating some mod due to changes in logistic-modding. During testing of my fix I noticed that the player-GUI seems not to get updated correctly if I add a Logistic Request that s...
- Thu Nov 19, 2020 6:08 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 100337
Re: Friday Facts #363 - 1.1 is getting close
I just re-read the FFF and just need to get this of my chest: the next release(s) will be 1.0.1 ... 1.0.x (experimental), right? and when confirmed there are no new bugs there will be 1.1.0 (stable)? something like 1.1.x feels ... wrong. or is the plan to have 1.1.x experimental and then 1.2.0 stable?
- Sat Jun 20, 2020 4:15 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 210187
Re: ModMyFactory - mod manager and more
On V2.0.0.2 Settings seem not to be saved.
At least I cannot make MMF Gui install Factorio to another folder than its %appdata%-folder.
Neither 'install directory' nor 'custom directory' are saved over a restart.
settings.json is not modified
At least I cannot make MMF Gui install Factorio to another folder than its %appdata%-folder.
Neither 'install directory' nor 'custom directory' are saved over a restart.
settings.json is not modified
- Tue Jun 09, 2020 8:57 am
- Forum: Implemented Suggestions
- Topic: Deconstruction Book
- Replies: 27
- Views: 9094
Re: Deconstruction Book
I think it would be awesome to simply have the ability to add each kind of blueprint/planner in the book (also modded ones - though that might be problematic in multiplayer...)
lately the planners are taking up quite a bit of my inventory...
lately the planners are taking up quite a bit of my inventory...
- Sun May 10, 2020 6:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Gaps in achievement tracker UI
- Replies: 1
- Views: 612
[0.18.22] Gaps in achievement tracker UI
Hi guys, just noticed a little ill-looking graphic: When tracking multiple achievements, a scroll bar is applied, if not all fit on the screen. That scrollbar is given a frame as well; between the achievements to track and the scrollbar there is a gab that is showing whatever lies behind (ground in ...
- Tue Feb 26, 2019 9:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
- Replies: 16
- Views: 6748
Re: [0.17.0] Gui top right frame partially unreadable on HD resolution
@kleopi: Good point. simply assumed it is still in work...
- Tue Feb 26, 2019 7:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
- Replies: 16
- Views: 6748
Re: [0.17.0] Gui top right frame partially unreadable on HD resolution
[Some time later] It's gone now. I don't get how or why, but now that I am tasked with inserting sience packs into the lab all texts seem to fit into the screen. I have neither restarted the game nor can I remember having done anything in the settings... Gretings, Daeruun [edit] I think I opend the ...
- Tue Feb 26, 2019 6:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
- Replies: 16
- Views: 6748
Re: [0.17.0] Gui top right frame partially unreadable on HD resolution
Same here. (Win10, 1803, 64bit)
Gui scaling does not help (tried 75% and 100%).
Gui scaling does not help (tried 75% and 100%).
- Sun Apr 15, 2018 6:31 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 56466
Re: Friday Facts #238 - The GUI update (Part II)
I'll be blunt. Factorio does have some bad choices for map colors. The biggest fault lies with terrain colors. Terrain is given too much of the color wheel when the actual distinction between dirt and crushed dirt means nearly nothing to gameplay. Similarly trees have a whole green palette to thems...
- Tue Dec 26, 2017 11:35 pm
- Forum: Mods
- Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
- Replies: 44
- Views: 22474
Re: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Hi folks,
is an update for factorio 0.16 planed for color picker?
Would love to be able to use it again, but unfortunately I seem not to be able to get it working on my own...
Greetings,
daeruun
is an update for factorio 0.16 planed for color picker?
Would love to be able to use it again, but unfortunately I seem not to be able to get it working on my own...
Greetings,
daeruun
- Mon Dec 18, 2017 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.6] [Linux] Binary not marked as executable
- Replies: 4
- Views: 3046
Re: [0.16.6] [Linux] Binary not marked as executable
Thanks for acknowledging, Löwchen.
I thought Hanzi noticed Zarklord's post after yours.
log of update: putty-session:
I thought Hanzi noticed Zarklord's post after yours.
log of update: putty-session:
- Mon Dec 18, 2017 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.6] [Linux] Binary not marked as executable
- Replies: 4
- Views: 3046
[0.16.6] [Linux] Binary not marked as executable
Hi folks,
after I just noticed the release of 0.16.6 I updated my headless server.
Unfortunately the binary is still not marked executable, although otherwise stated in [16.2][mac] Executable not declared as such after update.
after chmod +x it works correctly.
after I just noticed the release of 0.16.6 I updated my headless server.
Unfortunately the binary is still not marked executable, although otherwise stated in [16.2][mac] Executable not declared as such after update.
after chmod +x it works correctly.
- Sat Dec 16, 2017 11:55 pm
- Forum: Duplicates
- Topic: [0.16.4] Player sprite disappears after locking PC
- Replies: 4
- Views: 1229
Re: [0.16.4] Player sprite disappears after locking PC
Reminds me of my own report under 54756
- Thu Dec 14, 2017 12:45 pm
- Forum: Duplicates
- Topic: [0.16.1] [WIN] sprites missing
- Replies: 4
- Views: 1608
Re: [0.16.1] [WIN] sprites missing
The log was there, I moved it out of the spoiler.
As I forgot to mention:
No Mods, railworld with attacing biters, otherwise default single player game.
Here's a save if it helps. After deleting crop-cache.dat and starting up factorio again, atm all is rendered normally.
As I forgot to mention:
No Mods, railworld with attacing biters, otherwise default single player game.
Here's a save if it helps. After deleting crop-cache.dat and starting up factorio again, atm all is rendered normally.
- Thu Dec 14, 2017 12:32 pm
- Forum: Duplicates
- Topic: [0.16.1] [WIN] sprites missing
- Replies: 4
- Views: 1608
[0.16.1] [WIN] sprites missing
Hi there, i haven't found anything similar yet, so I hope it is indeed new. After a while of playing the player-sprite vanished and only timewise returned just to vanish again. Just now I noticed that some turrets are looking very odd... They somehow lost their heads ;-) 14-12-2017 13-14-20.png Curr...
- Wed Dec 13, 2017 3:12 pm
- Forum: Not a bug
- Topic: [0.16.0] [Win] Boiler does not provide steam
- Replies: 3
- Views: 1716
- Wed Dec 13, 2017 3:08 pm
- Forum: Not a bug
- Topic: [0.16.0] [Win] Boiler does not provide steam
- Replies: 3
- Views: 1716
[0.16.0] [Win] Boiler does not provide steam
I started a new game and wanted to switch to electric miners. But during research for automation my lab got shut down due to missing electricity. After rotating the boiler it was powered again. Short after buildnig my first electric miners the same happened again. Obviosly the boiler is filled with ...
- Wed Nov 29, 2017 11:24 pm
- Forum: Ideas and Suggestions
- Topic: xbox 360 controller
- Replies: 33
- Views: 18309
Re: Steam Controller Integration
Yay!
As far as I remember Klonan provides a suggested Konfig - I'm actually using it, I think.
But I changed some bindings ( zoom and some hotkeys )
but with context sensitive buttons the steam controller would be rocking on the couch!
As far as I remember Klonan provides a suggested Konfig - I'm actually using it, I think.
But I changed some bindings ( zoom and some hotkeys )
but with context sensitive buttons the steam controller would be rocking on the couch!