Search found 348 matches

by MasterBuilder
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 ...
by MasterBuilder
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 ...
by MasterBuilder
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 ...
by MasterBuilder
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...
by MasterBuilder
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:
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by MasterBuilder
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...
by MasterBuilder
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.
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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?
by MasterBuilder
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...
by MasterBuilder
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!
by MasterBuilder
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 ...
by MasterBuilder
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...
by MasterBuilder
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.
by MasterBuilder
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...
by MasterBuilder
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?
by MasterBuilder
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...
by MasterBuilder
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
Already fixed viewtopic.php?f=30&t=76817
by MasterBuilder
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.
by MasterBuilder
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
Already fixed viewtopic.php?f=30&t=76817
by MasterBuilder
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...

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