Search found 37 matches

by Kalixt
Fri Jan 24, 2025 11:20 pm
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 213

Re: [2.0.32] Can't find artillery turret through remote view search on Gleba

Yes it was a recipe, I had to overlook it. Sorry.
by Kalixt
Fri Jan 24, 2025 11:57 am
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 213

Re: [2.0.32] Can't find artillery turret through remote view search on Gleba

Kyralessa wrote: Fri Jan 24, 2025 11:48 am I don't think those are on the list of searchable items:
So each planet has its own searchable list of items and Artillery turret is not part of that list on Gleba. Otherwise its bug.
by Kalixt
Fri Jan 24, 2025 11:39 am
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 213

[2.0.32] Can't find artillery turret through remote view search on Gleba

Hello,
we have this insane feature, where you have search in remote view and it highlights items for you on map. I was trying to find where is my artillery turrets placed on Gleba but it found 0, even tho I saw there has to be some because of large turret range on map. Tried the same thing on ...
by Kalixt
Fri Jan 10, 2025 9:25 am
Forum: Minor issues
Topic: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 7
Views: 4098

Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades

Its far from minor issue when you design solar edge ship for the first time after several rail gun shooting speed upgrades thinking 'it will be fine', just few more of these 6M+ researches and I am good to go. Later on when you starts investigate what went wrong, you see shooting speed is a bit ...
by Kalixt
Wed Jan 08, 2025 11:59 am
Forum: Bug Reports
Topic: [2.0.20] Science finish alert removes focus from textbox in platform item count
Replies: 3
Views: 342

Re: [2.0.20] Science finish alert removes focus from textbox in platform item count


Usually when technologies are researched some new recipes are unlocked which could cause the gui which has signals selectable to need to refresh its entire content, if a gui would be refreshed by closing and reopening it then it could happen the focus was lost. Hard to decide, pretty minor issue ...
by Kalixt
Fri Nov 22, 2024 7:51 pm
Forum: Bug Reports
Topic: [2.0.20] Science finish alert removes focus from textbox in platform item count
Replies: 3
Views: 342

[2.0.20] Science finish alert removes focus from textbox in platform item count

Hello, I was typing a number at item count condition on platform (same could apply to every other logistic or train request constant setter textbox) when I lost focus in textbox because of finished science alert.
by Kalixt
Wed Nov 06, 2024 6:57 pm
Forum: Not a bug
Topic: [2.0.14] Personal logistics and landing pad logistics get overwritten if name is the same
Replies: 1
Views: 233

[2.0.14] Personal logistics and landing pad logistics get overwritten if name is the same

Hello, doesnt know if its bug or not but it was not expected. It should ask me at least that this is going to happen. I have named "Vulcanus" one of the sections in personal logistic networks. Later on I created new unnamed section in landing pad where I wanted to get staff from Vulcanus so I named ...
by Kalixt
Thu Feb 15, 2024 2:10 pm
Forum: Technical Help
Topic: Headless Server - aarch64
Replies: 6
Views: 4985

Re: Headless Server - aarch64


Running Factorio via docker with the QEMU_EXECVE=1 variable set in the container (needs qemu-user-static installed on system) will allow x86_64 to execute decently.


Tried that today with Raspberry 3 with 2GB RAM and also with Raspberry 5 with 8GB RAM. Raspberry 3 is unplayable as there are ...
by Kalixt
Sat Sep 09, 2023 6:31 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 224452

Re: Friday Facts #375 - Quality

Not a fan of this idea, scrap it in recycler and move on please.
by Kalixt
Mon Jan 18, 2021 10:33 am
Forum: Technical Help
Topic: Slow map download speed
Replies: 18
Views: 18503

Re: Slow map download speed

Something isn't right with downloading speeds. I have 1 Gbit ports on my local network, I am able to transfer files from server (same server that hosts factorio server) with 120MB/s speed yet, factorio downloading map speed is 12,9MB/s max.

"_comment_max_upload_in_kilobytes_per_second": "optional ...
by Kalixt
Fri Dec 11, 2020 11:29 am
Forum: Not a bug
Topic: [1.1.5] Unable to grab robots above ore patch
Replies: 1
Views: 1038

[1.1.5] Unable to grab robots above ore patch

Hello,

I can provide savefile with the exact situation, I am standing right next to bunch of robots that I cant grab.

save:
https://drive.google.com/file/d/1H3G4-G ... sp=sharing
by Kalixt
Thu Dec 10, 2020 6:57 pm
Forum: Duplicates
Topic: [1.1.5] Placing ghost buildings over cliffs
Replies: 1
Views: 1171

[1.1.5] Placing ghost buildings over cliffs

Hello,

if I place ghost buildings over cliffs, it doesn't mark cliffs in collision for destruction in some cases.

Image
by Kalixt
Thu Dec 10, 2020 1:51 pm
Forum: Duplicates
Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
Replies: 8
Views: 3183

Re: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)

I forget about "auto_pause", unfortunately I am still unable to reproduce it. Its not the last defense outpost I built, I will be watching it and report if the problem occurs again.
by Kalixt
Thu Dec 10, 2020 1:09 pm
Forum: Duplicates
Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
Replies: 8
Views: 3183

Re: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)

It is somehow related to train stop limit, I built new defence outpost which was destroyed and rebuilt again but then I noticed that trains which supply defence outposts with ammo ignores this new one. I checked if there is clear path to it, if there isn't missing rail somewhere. Everything was ...
by Kalixt
Thu Dec 10, 2020 7:17 am
Forum: Duplicates
Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
Replies: 8
Views: 3183

Re: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)

I am able to reproduce it in multiplayer, however if I use /toggle-heavy-mode command in single player, game became unplayable. I cant move, delay is huge and it use up all hardware resources.
by Kalixt
Wed Dec 09, 2020 4:58 pm
Forum: Duplicates
Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
Replies: 8
Views: 3183

[1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)

Hello,

I was playing on 1.1.5 from the day it was released and only now I am getting desync every time after I send train to one of the defense outposts. I can upload save also if you need it.
by Kalixt
Tue Nov 24, 2020 10:06 am
Forum: Not a bug
Topic: [1.1.0] Menu item bar
Replies: 10
Views: 3469

Re: [1.1.0] Menu item bar

It was good as it was, but sure I will find the workaround. Adding more options is not a good idea, bcs you want to create as low settings as you can in the first place. If you create setting for everything it becomes very chaotic and difficult for user.
by Kalixt
Mon Nov 23, 2020 10:22 pm
Forum: Not a bug
Topic: [1.1.0] Menu item bar
Replies: 10
Views: 3469

[1.1.0] Menu item bar

Hello,

if I grab spidetron remote control from menu bar and then select for instance decostruction planner from the same menu it replaces the current position of deconstruction planner which wasnt the case in 1.0.0. It should stay as it is, unless I remove it with mouse 3 click.
by Kalixt
Fri Oct 30, 2020 9:10 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 89645

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Apart from ghosts, there is one tweak to building by dragging for poles.

Thanks !!!

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