Search found 113 matches
- Mon Jul 15, 2019 9:46 am
- Forum: Not a bug
- Topic: [0.17.56] Blueprint cut and paste ignores modules
- Replies: 1
- Views: 591
[0.17.56] Blueprint cut and paste ignores modules
When using a blueprint to overbuild a build with existing structures with internal configurations, such as prioritized splitters or assembling machines with recipes, the blueprint will copy the internal configuration. The blueprint shows up as blue and not red when hovering it, semantically showing ...
- Mon Jul 15, 2019 9:32 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.56] Blueprints ignore planned upgrades
- Replies: 3
- Views: 4768
[kovarex] [0.17.56] Blueprints ignore planned upgrades
I have a build. Imagine the following scenario: 1) I schedule an upgrade for the belts in the build using an upgrade planner 2) I make a blueprint copy of the build I would obviously expect the blueprint to contain the upgraded belts. However it contains the unupgraded belts. Normally when a build c...
- Mon Jul 15, 2019 9:25 am
- Forum: Not a bug
- Topic: [0.17.56] Ghosts of destroyed entities ignores upgrade planner
- Replies: 4
- Views: 923
[0.17.56] Ghosts of destroyed entities ignores upgrade planner
Imagine the following scenario: 1) I schedule some yellow belts to be upgraded to red belts using the upgrade planner 2) The yellow belts are destroyed by biters, which replace them with ghosts, which my bots then build. Now the question is what the ghosts are. There are 2 sane design possibilities ...
- Mon Jul 15, 2019 9:04 am
- Forum: Not a bug
- Topic: [0.17.23] Undo doesn't work for changes done by upgrade planner
- Replies: 4
- Views: 1002
Re: [0.17.23] Undo doesn't work for changes done by upgrade planner
I would definitely expect undo to work like this. So to me it would be more appropriate to at least call it a "minor bug".
- Mon Jul 15, 2019 9:01 am
- Forum: Duplicates
- Topic: [0.17.56] Red columns in map view on unexplored territory
- Replies: 1
- Views: 432
[0.17.56] Red columns in map view on unexplored territory
See screenshot. The red columns obviously should not be there. I am playing on Ubuntu Linux 18.04.2 LTS and my graphics card is "Radeon HD 7700/7800 Series".
- Mon Jul 08, 2019 12:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Building belt will sometime overbuild splitter
- Replies: 1
- Views: 2865
[0.17.54] Building belt will sometime overbuild splitter
If I understand it correctly, then holding down the mouse button while building belt should not replace a splitter, if you started building on a belt. This seems to work only sometimes. See e.g. https://clips.twitch.tv/TrustworthyArbitraryWeaselPrimeMe Testing out (copying what AntiElitz did), it se...
- Thu May 30, 2019 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.44] Can't ghost build in visible area which is in fog of war in map view
- Replies: 2
- Views: 2240
Re: [0.17.44] Can't ghost build in visible area which is in fog of war in map view
Thanks! 7 minutes from bug reported to bug fixed at 23:00 in the evening is an acceptable response time.
- Thu May 30, 2019 9:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.44] Can't ghost build in visible area which is in fog of war in map view
- Replies: 2
- Views: 2240
[0.17.44] Can't ghost build in visible area which is in fog of war in map view
If I zoom out completely in normal play, I can see land which is in fog of war in map view. If I try to ghost-build in that area from map view, I get the error "Can't build in fog of war" as expected. But if I try to ghost build from normal view in the same area (which is displayed as perf...
- Thu Apr 04, 2019 11:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] Modules in rocket silo displayed wrong
- Replies: 2
- Views: 2055
[0.17.24] Modules in rocket silo displayed wrong
The silo used to be 10 tiles high, but was recently changed to 9 tiles high.
It seems likely that the placement of modules in the silo was not updated. Since they are now shown way too low, and lower than they used to in 0.16.
It seems likely that the placement of modules in the silo was not updated. Since they are now shown way too low, and lower than they used to in 0.16.
- Tue Nov 20, 2018 11:28 am
- Forum: Minor issues
- Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
- Replies: 9
- Views: 2788
Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
it is not something we can control. If OpenGL call decides to hang instead of returning an error, it's not really something we can workaround (I just assume it hang in OpenGL) Since it mostly seems to hang in the same place, you could add a check for the amount of free vram before that, and then ju...
- Tue Nov 20, 2018 11:17 am
- Forum: Minor issues
- Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
- Replies: 9
- Views: 2788
Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
The instances are totally separate.
- Mon Nov 19, 2018 7:20 pm
- Forum: Minor issues
- Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
- Replies: 9
- Views: 2788
Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
Yup, that seems to work!
It is fair enough that running 2 instances of Factorio is not your primary support case . But the error mode (freeze) is quite unintuitive - you don't think that unintuitive error also happens when running only one instance, while having some other vram-hog programs open?
It is fair enough that running 2 instances of Factorio is not your primary support case . But the error mode (freeze) is quite unintuitive - you don't think that unintuitive error also happens when running only one instance, while having some other vram-hog programs open?
- Mon Nov 19, 2018 12:37 pm
- Forum: Minor issues
- Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
- Replies: 9
- Views: 2788
Re: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
--disable-audio does not fix the stall. Perhaps it is not audio-related, in spite of stalling on "Loading sounds".
- Mon Nov 19, 2018 1:51 am
- Forum: Minor issues
- Topic: [0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
- Replies: 9
- Views: 2788
[0.16.51] Initialization stalls at "loading sounds" (Linux, sound-related)
The context: When playing Factorio, I sometimes have a second instance of Factorio open, e.g. with creative mode to design blueprints. The bug: Sometimes when starting the second instance of Factorio (or sometimes when loading a map in the second instance), the second instance will freeze. Usually a...
- Wed Sep 05, 2018 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Dragging power poles should connect power networks
- Replies: 10
- Views: 3882
Re: Dragging power poles should connect power networks
ratchetfreak has it right. What if I don't want to connect those networks? I have never, ever wanted that. While I have been annoyed at power pole dragging not connecting networks *every* *single* *time*. If you have some insanely specific power setup that requires separate power networks, then simp...
- Sun Sep 02, 2018 6:04 pm
- Forum: Ideas and Suggestions
- Topic: Dragging power poles should connect power networks
- Replies: 10
- Views: 3882
Re: Dragging power poles should connect power networks
I am actually a programmer. What I wrote was something I had already made sure could be implemented, basically using the existing logic.
- Fri Aug 31, 2018 11:41 am
- Forum: Ideas and Suggestions
- Topic: Dragging power poles should connect power networks
- Replies: 10
- Views: 3882
Re: Dragging power poles should connect power networks
I like my suggested implementation better.daniel34 wrote:Cribbit wrote: This has been suggested a few times already, even has its own Frequently Suggested topic: viewtopic.php?f=80&t=35838
- Fri Aug 31, 2018 11:23 am
- Forum: Ideas and Suggestions
- Topic: Dragging power poles should connect power networks
- Replies: 10
- Views: 3882
Re: Dragging power poles should connect power networks
No, it is not impossible to fix. I outlined in my post how to fix it.Cribbit wrote: Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually.
- Sun Aug 26, 2018 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Dragging power poles should connect power networks
- Replies: 10
- Views: 3882
Dragging power poles should connect power networks
When dragging autoplacing power poles to power stuff, you basically always want to connect to an existing power network. Example of the current logic being inconvenient: https://www.thuejk.dk/factorio_drag_power.flv However, the current power pole dragging will often detect that all entities (e.g. m...
- Thu Apr 12, 2018 7:00 am
- Forum: Won't fix.
- Topic: [0.16.6] Desync
- Replies: 3
- Views: 1465
Re: [0.16.6] Desync
Uhh, I don't have save files or anything to help you reproduce now, at this late date.