Please post the log/save.
If you ever had a long reach mod installed, uninstalling it would not revert the reach; that is my guess as to what happened.
Search found 1122 matches
- Fri Aug 27, 2021 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.38] Train fuel can be accessed from across the entire map
- Replies: 4
- Views: 4166
- Wed Aug 25, 2021 2:24 pm
- Forum: Gameplay Help
- Topic: Belt Counting - Puzzle
- Replies: 3
- Views: 1267
Re: Belt Counting - Puzzle
Question : How do I set up the combinators to tell me that nothing has travel on the belt? Background : I need to to 1 action if I have not produced any item and as soon as 1 or more items has been produced - do a separate action. I would read from the belt as a pulse to a decider combinator. Wire ...
- Tue Aug 24, 2021 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Do not pause game when looking at research in single player
- Replies: 75
- Views: 29817
Re: Do not pause game when looking at research in single player
+1
Please just make it an interface option ‘pause when research screen open.’
Please just make it an interface option ‘pause when research screen open.’
- Thu Aug 19, 2021 3:10 am
- Forum: Won't fix.
- Topic: [1.1.37] Flickering Power Lines When Moving
- Replies: 1
- Views: 1050
Re: [1.1.37] Flickering Power Lines When Moving
This just looks like anti-aliasing to me.
- Wed Aug 18, 2021 10:27 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 150733
- Sat Aug 14, 2021 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
- Replies: 8
- Views: 4923
Re: [1.1.37] Undo of deconstruction in editor mode produces ghost.
And what do you expect? That it produces a fully built entity? I would expect it to produce a full entity, similar to how undoing construction completely removes the entities rather than adds a deconstruction order to them. That does change nothing about it being a duplicate, if you think the asses...
- Sat Aug 14, 2021 5:37 pm
- Forum: Not a bug
- Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
- Replies: 4
- Views: 2276
Re: [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
this is a bug because those two poles are in range of each other (so a connection is possible) but they are not connected, not even via blueprinted poles. The connection being created & removed might be a minor issue, but if you look at the top of the blueprint when he is editing it you notice ...
- Sat Aug 14, 2021 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
- Replies: 8
- Views: 4923
[Tobias] [1.1.37] Undo of deconstruction in editor mode should instant revive (if enabled)
I am aware of https://forums.factorio.com/84210! Loewchen, please read before you move to duplicates. When removing an entity in the editor, the undo command yields a ghost. This was reported as a bug in 0.18.21, but Rseding decided not to fix it because "undo isn't officially supported in the...
- Thu Aug 12, 2021 9:07 pm
- Forum: Not a bug
- Topic: Map scanlines cause flickering on LCD screens
- Replies: 5
- Views: 2095
- Thu Aug 12, 2021 1:02 am
- Forum: Duplicates
- Topic: [1.1.37] Output full on rocket silo does not stop launch
- Replies: 1
- Views: 832
- Wed Aug 04, 2021 3:09 pm
- Forum: Technical Help
- Topic: Restart same map on headless server
- Replies: 1
- Views: 768
Re: Restart same map on headless server
The way I would do it is: Join the server & save the game to my non-headless copy. Go to the main menu & copy the map exchange string from the “load game” menu. (top right before loading, next to delete, replay, & sync mods buttons.) Create a new save with the exchange string. Upload the...
- Tue Aug 03, 2021 8:17 pm
- Forum: Modding help
- Topic: Copy-paste entity settings for EEI
- Replies: 9
- Views: 2309
- Sun Aug 01, 2021 8:17 pm
- Forum: Technical Help
- Topic: Corrupt Saves
- Replies: 2
- Views: 1028
Re: Corrupt Saves
Looks like the same thing as https://forums.factorio.com/99139. There is not much that anyone can do other than one of the devs manually fixing it for you: The problem is, the tile it erred on, is not the place that is corrupted. It is just the first place the game has detected the value it read fro...
- Sun Aug 01, 2021 8:04 pm
- Forum: Technical Help
- Topic: Login problem.
- Replies: 1
- Views: 857
Re: Login problem.
You might have more luck emailing Factorio support than on the forums with account issues.
https://factorio.com/support/contact
https://factorio.com/support/contact
- Sun Aug 01, 2021 7:43 pm
- Forum: Outdated/Not implemented
- Topic: Limit input quantity to a multiple of recipe
- Replies: 5
- Views: 1691
Re: Limit input quantity to a multiple of recipe
Because with some thinking you can build it yourself, the inserters can be programmed to count the items in hand and take only a maximum number of items. Moved to implemented. This suggestion was specifically not for inserter, but for manual placement: There might be an argument for inserter behavi...
- Thu Jul 29, 2021 12:45 am
- Forum: Technical Help
- Topic: game cant start getting an error message that i need help with
- Replies: 2
- Views: 926
Re: game cant start getting an error message that i need help with
It looks like you are missing some files: try downloading the .zip version from the website & copy-replacing the “core” file into your game directory.
- Sat Jul 24, 2021 7:14 pm
- Forum: Ideas and Suggestions
- Topic: Show vehicle color on map
- Replies: 17
- Views: 3703
Re: Coloured Outline for Spidertron on Map
+1
I see only positive outcomes for this change, & it does not sound especially difficult to implement.
I see only positive outcomes for this change, & it does not sound especially difficult to implement.
- Fri Jul 23, 2021 10:45 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 34351
Re: What are the most impractical items in Factorio?
In the early game I use wooden chests since I got plenty of wood anyway and their size is sufficient. And in the middle and end game I just use steel chest everywhere because the resources to build them don’t matter and iron chests would just clock up yet another inventory slot. I am the other way ...
- Fri Jul 23, 2021 6:19 pm
- Forum: Technical Help
- Topic: Failure loading mod
- Replies: 7
- Views: 2100
Re: Failure loading mod
I have just updated the game and my installed mods, and after that one mod doesn’t work. Can you guys help me? I don’t want to loose my save game I would suggest that you either look for a new update to the mod, or download the zip installation of the last version it worked on. Old versions can be ...
- Thu Jul 22, 2021 7:39 pm
- Forum: Duplicates
- Topic: [1.1.36] Running out of items when ghost drag placing removes it from cursor
- Replies: 5
- Views: 1778