Search found 348 matches
- Fri Jun 12, 2020 5:29 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 74593
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I love the new look. I didn't like the big red things, for much the same reasons you've pointed out. Glad you've redesigned them. Would it be possible to prep the graphics for it to support displaying up to 4 modules? I know vanilla beacons are limited to 2, but if they had room for 4 module on the ...
- Sun May 31, 2020 11:31 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 54482
Re: Friday Facts #348 - The final GUI update
I don't see anything wrong with the new pumpjack, it still looks like a pumpjack to me. The heatpipes I had trouble identifying. I think they work better as the cross. The reactor is different, but still works. The personal & normal battery are too similar. Hard to tell them apart. The electric ...
- Wed May 27, 2020 9:56 pm
- Forum: Not a bug
- Topic: [0.17.33] Copy with Insert key
- Replies: 11
- Views: 3421
Re: [0.17.33] Copy with Insert key
Just stopping by to say shift+delete to cut is the stupidest shortcut I've ever come across and personally caused me a large amount of pain before I knew it was a thing and disabled it. Clearly, you are not left hand dominant. With the left hand on the mouse, shift/ctrl + ins/del is so much easier ...
- Fri Mar 06, 2020 6:36 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 29717
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
The only thing I would like to see different is a boundary between accumulator production & non-accu production. With a lot of accumulators, you may think you have extra production to use, but you don't really. You can push the generator to 100% and still have 'leftover' production if you're acc...
- Wed Mar 04, 2020 8:25 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.18.10] Searching in a blueprint book in the library doesn't work
- Replies: 1
- Views: 1049
[kovarex] [0.18.10] Searching in a blueprint book in the library doesn't work
Searching books/BPs at the library's top level works, but searching *within* a book in the lib doesn't:
- Wed Mar 04, 2020 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.10] 'selection-tool' shorcut mod does nothing in 0.18.10, no erros visible, works in 0.18.9
- Replies: 1
- Views: 1896
[0.18.10] 'selection-tool' shorcut mod does nothing in 0.18.10, no erros visible, works in 0.18.9
So I've got a mod that adds a 'selection-tool' item, and a shortcut for it. It's worked perfectly for many versions of 0.17, and worked up until 0.18.9. Now with 0.18.10, nothing happens when I click on the the shortcut. I've tested with this as the only mod active, no changes. Did I miss some break...
- Tue Mar 03, 2020 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.10] Cannot rename blueprint in BP book in library.
- Replies: 3
- Views: 1168
[0.18.10] Cannot rename blueprint in BP book in library.
Rename button is greyed out.
If it needs to be disabled, could there be a button to copy the current name to clipboard instead?
This worked in previous versions. (I rely on it to copy the name when creating an updated BP.)If it needs to be disabled, could there be a button to copy the current name to clipboard instead?
- Tue Jan 21, 2020 5:05 pm
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 77583
Re: Version 0.18.0
A Friday release would have been appreciated. Now I'll get nag posts all week long to upgrade my mods. As how these things go, a Friday release may be in the cards. Problem with a Friday release is they can't fix bugs that snuck in over the weekend. Tuesdays are perfect for that. Monday gets you up...
- Fri Jan 17, 2020 10:46 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 38842
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Already mentioned but...
Where's the exit button?! I need my exit button! Gotta have more exit button!
Where's the exit button?! I need my exit button! Gotta have more exit button!
- Tue Jan 07, 2020 5:16 pm
- Forum: This Forum
- Topic: Release Forum
- Replies: 4
- Views: 2376
Re: Release Forum
I can go post over there right now. "Post Reply" is not locked or anything. It's more likely just a combination of: 1: There's no new releases. 2: The devs said there would be no new releases till 0.18. 3: Most people took off for the holidays. It'll explode with posts as soon as we get a ...
- Tue Jan 07, 2020 5:08 pm
- Forum: News
- Topic: Friday Facts #328 - 2019 recap
- Replies: 20
- Views: 14535
Re: Friday Facts #328 - 2019 recap
If there is 1 feature I would really like before release: saving of quickbar filters between games. It is such tedium to set up 60+ filters every time. This is the mod for you. https://mods.factorio.com/mod/QuickbarTemplates Doesn't work for blueprint library books / blueprints. (Which is 95% of my...
- Wed Oct 23, 2019 7:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.72] Crash when writing tree_stage_index
- Replies: 5
- Views: 1752
Re: [0.17.72] Crash when writing tree_stage_index
Seems to be a double post. It's twin is here in "Resolved for the next release".
Or maybe reading/writing were deliberately different, but it seems like this could be easily combined into a single bug report.
Or maybe reading/writing were deliberately different, but it seems like this could be easily combined into a single bug report.
- Sun Oct 20, 2019 11:41 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 33222
Re: Friday Facts #317 - New pathfinding algorithm
Hmmm, would it be too hard to separate those hitboxes? Is it hardcoded in? I don't like squeak through (because imo you need to think through the layout of your pipes and other stuff), but trees are annoying, especially before you have robots. Make the tree hitbox too small, and they fit between wa...
- Wed Oct 16, 2019 5:14 pm
- Forum: Releases
- Topic: Version 0.17.71
- Replies: 3
- Views: 7796
Re: Version 0.17.71
Woooo! My save works again.
I wasn't sure if this was going to be hotfix worthy but I'm glad I was wrong. Thanks for the quick fix.
I assume you got a lot of automated crash reports about this?
I wasn't sure if this was going to be hotfix worthy but I'm glad I was wrong. Thanks for the quick fix.
I assume you got a lot of automated crash reports about this?
- Wed Oct 16, 2019 2:56 pm
- Forum: 1 / 0 magic
- Topic: [0.17.70] Map overlay performance regression
- Replies: 8
- Views: 3464
Re: [0.17.70] Map overlay performance regression
I've noticed something similar in my save, but still on .69. Activating turret ranges cuts my FPS in half. None of the other options (pollution, electric network, logistic networks) have this effect. With pollution, turret, electric, & logistic off, map view takes 0.75ms to renter. Here's timing...
- Wed Oct 16, 2019 3:31 am
- Forum: Duplicates
- Topic: [0.17.70] Crash loading 0.17.66 soft-modded map
- Replies: 2
- Views: 1035
Re: [0.17.70] Crash loading 0.17.66 soft-modded map
Code: Select all
pathfindalgorithm.cpp (1134): PathFindAlgorithm::baseDistanceHeuristic
- Wed Oct 16, 2019 1:31 am
- Forum: Duplicates
- Topic: 17.70 - Vanilla - Crash on Load of Saved game
- Replies: 3
- Views: 1052
Re: 17.70 - Vanilla - Crash on Load of Saved game
You could always DL .69 again to play. I don't know if they'll hotfix it or just wait till the next release.
Depends on how many crash reports they get I suppose.
Depends on how many crash reports they get I suppose.
- Wed Oct 16, 2019 12:55 am
- Forum: Duplicates
- Topic: 17.70 - Vanilla - Crash on Load of Saved game
- Replies: 3
- Views: 1052
Re: 17.70 - Vanilla - Crash on Load of Saved game
Code: Select all
pathfindalgorithm.cpp (1134): PathFindAlgorithm::baseDistanceHeuristic
- Tue Oct 15, 2019 9:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.70] Crash loading save (PathFindAlgorithm::baseDistanceHeuristic)
- Replies: 7
- Views: 4369
Re: [0.17.70] Crash when loading a particular save (PathFindAlgorithm::baseDistanceHeuristic)
There's two saves with the same crash in a duplicate thread: viewtopic.php?f=7&t=76818
- Tue Oct 15, 2019 9:41 pm
- Forum: Duplicates
- Topic: [0.17.70] Crash On Loading Current Savegame
- Replies: 1
- Views: 1553
Re: [0.17.70] Crash On Loading Current Savegame
I have the same crash. It seems to load into game (loading screen goes away, I see my factory) but crashes immediately after that. Same stacktrace from OPs log. c:\cygwin64\tmp\factorio-build-felx4u\src\ai\pathfindalgorithm.cpp (1134): PathFindAlgorithm::baseDistanceHeuristic c:\cygwin64\tmp\factori...