Search found 37 matches
- 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.
- 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
So each planet has its own searchable list of items and Artillery turret is not part of that list on Gleba. Otherwise its bug.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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.
- 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 ...
"_comment_max_upload_in_kilobytes_per_second": "optional ...
- 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
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
- Thu Dec 10, 2020 6:57 pm
- Forum: Duplicates
- Topic: [1.1.5] Placing ghost buildings over cliffs
- Replies: 1
- Views: 1171
- 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.
- 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 ...
- 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.
- Wed Dec 09, 2020 5:24 pm
- Forum: Duplicates
- Topic: [1.1.5] Crash after desync (ClientMultiplayerManager::~ClientMultiplayerManager)
- Replies: 8
- Views: 3183
- 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.
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.
- 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.
- 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.
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.
- 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 !!!
Thanks !!!