I've noticed since I've been doing a lot of BP designing lately that Factorio seems to save your flip position on the cursor.
For example, I'll be designing something and using F to flip it and rotate it around, then if I click on a different BP that one will be flipped as well.
It doesn't seem ...
Search found 18 matches
- Tue May 02, 2023 3:35 pm
- Forum: Pending
- Topic: [1.1.56] Blueprints saved as flipped version
- Replies: 5
- Views: 2464
- Sun Apr 02, 2023 12:52 am
- Forum: Pending
- Topic: [1.1.56] Blueprints saved as flipped version
- Replies: 5
- Views: 2464
Re: [1.1.56] Blueprints saved as flipped version
Alrighty, here's my short video showcasing the problem: https://www.youtube.com/watch?v=PUzuoXWjTBw
Btw I am in 1.1.80 here.
It's a very bizarre issue. Let me know if you're still having problems recreating it. It'll save BPs wrong even with rail signals. making the entire BP unusable.
Btw I am in 1.1.80 here.
It's a very bizarre issue. Let me know if you're still having problems recreating it. It'll save BPs wrong even with rail signals. making the entire BP unusable.
- Sun Apr 02, 2023 12:18 am
- Forum: Pending
- Topic: [1.1.56] Blueprints saved as flipped version
- Replies: 5
- Views: 2464
Re: [1.1.56] Blueprints saved as flipped version
Hey boskid! Flood here.boskid wrote: Mon Mar 06, 2023 3:52 pm Thanks for the report however i cannot reproduce this issue in 1.1.77, maybe i am missing some steps or it was already fixed. Moving to pending.
I am still able to recreate this. I will record a video to show case it and upload it soon.
- Thu Mar 17, 2022 5:59 am
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 9972
Re: [0.18.18] Consumption graph inaccurate with modded lab.
I just posted a report from 1.1.56 that was very similar to this. However, I'd like to add something which I think might be relevant.
I don't actually think the consumption is correct. I've been playing Krastorio 2 and have been having some lab issues.
I have a base where I'm producing 2k of every ...
I don't actually think the consumption is correct. I've been playing Krastorio 2 and have been having some lab issues.
I have a base where I'm producing 2k of every ...
- Thu Mar 17, 2022 3:46 am
- Forum: Duplicates
- Topic: [1.1.56] Loaders Make Labs Show Wrong Consumption Stats
- Replies: 1
- Views: 1221
[1.1.56] Loaders Make Labs Show Wrong Consumption Stats
Hello, I discovered an issue where loaders create an environment in the labs where the consumption graph doesn't accurately reflect what's happening and will indefinitely mess up the graph. Somehow the items that are NOT being fed into the lab show inflated numbers and in some cases, the only number ...
- Sat Mar 12, 2022 11:18 pm
- Forum: Pending
- Topic: [1.1.56] Blueprints saved as flipped version
- Replies: 5
- Views: 2464
[1.1.56] Blueprints saved as flipped version
Hey there,
I encountered an issue that saves the blueprint in the wrong direction and flips unflippable blueprints.
BP Error 1.png
BP Error 2.png
Here is how to recreate the issue:
1) Open a rail crossing BP, delete the signals from the BP, and click on "Create a copy of this"
2) Click on the ...
I encountered an issue that saves the blueprint in the wrong direction and flips unflippable blueprints.
BP Error 1.png
BP Error 2.png
Here is how to recreate the issue:
1) Open a rail crossing BP, delete the signals from the BP, and click on "Create a copy of this"
2) Click on the ...
- Sat Jan 29, 2022 6:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.53] Missing Tooltip Info on Blueprints
- Replies: 1
- Views: 1114
[Tobias][1.1.53] Missing Tooltip Info on Blueprints
Hello, it seems BPs that are added to the hotbar from "My blueprints" or "Game blueprints" do not show the UI tooltip for "Middle-click to clear shortcut" which caused some confusion this morning about how to remove a BP from the hotbar. BPs added to the hotbar from the inventory do:
In inventory ...
In inventory ...
- Wed May 12, 2021 7:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.33] Train with Destination Full even with Available Stop
- Replies: 1
- Views: 2941
[boskid][1.1.33] Train with Destination Full even with Available Stop
Howdy,
I ran into an issue where stops that I was copy pasting would have train limits 0/1 but the train(s) assigned to them would sit for a very long time at Destination Full and not supply them. Originally I thought it was indefinitely but in the 20 minutes I have been putting together this post ...
I ran into an issue where stops that I was copy pasting would have train limits 0/1 but the train(s) assigned to them would sit for a very long time at Destination Full and not supply them. Originally I thought it was indefinitely but in the 20 minutes I have been putting together this post ...
- Mon Jan 25, 2021 8:33 pm
- Forum: General discussion
- Topic: Use of active provider chests
- Replies: 27
- Views: 11927
Re: Use of active provider chests
I'd like to point out that there are quite a lot of mods that produce byproducts that can be recirculated into the network and active providers are one possible solutions for these. While some of the uses for these chest aren't immediately obvious in vanilla, modded factorio has a number of ...
- Mon Jan 25, 2021 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.17] Placing blueprint on map while in train can add trainstop to schedule instead
- Replies: 4
- Views: 3597
Re: [1.1.17] BP Placing Issue when in Train
Thanks, I changed some of my wording to make it clearer.bormand wrote: Mon Jan 25, 2021 7:53 pmDo you have some keys remapped? Temporary train stop is on Ctrl-LMB by default.
My mistake, Shift-LMB is mapped to the "Add train stop" action in both locomotive UI and the map view.
- Mon Jan 25, 2021 7:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.17] Placing blueprint on map while in train can add trainstop to schedule instead
- Replies: 4
- Views: 3597
[kovarex] [1.1.17] Placing blueprint on map while in train can add trainstop to schedule instead
When trying to shift+LMB place a BP on the map while in a train, if there is a train stop near the cursor the BP will not place and the train will add the stop to the scheduler instead.
This base is quite large so I do most of my traveling by train. I expected the BP to place over the stop since I ...
This base is quite large so I do most of my traveling by train. I expected the BP to place over the stop since I ...
- Mon Dec 28, 2020 11:45 pm
- Forum: Not a bug
- Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
- Replies: 7
- Views: 2590
Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
I figured it out. I was missing a rail piece in one of my copper mines which caused 10 different trains to have a "no path" error. Everytime I placed a track they were trying to see if they could path again. Once I fixed the rail piece so they could path, the issue I experienced with signals ...
- Mon Dec 28, 2020 8:44 pm
- Forum: Not a bug
- Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
- Replies: 7
- Views: 2590
Re: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
My apologies I've included two screenshots. 1 of normal performance and the 2nd with the significant performance drop issue.
Even worse when I deconstructing them all at once:- Mon Dec 28, 2020 8:09 pm
- Forum: Not a bug
- Topic: [1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
- Replies: 7
- Views: 2590
[1.1.6] UPS drop from 60 to 20 (or lower) when placing Rail/Chain Signal
Hello,
Whenever I place a Rail or Chain signal on the map, whether it is connected to my primary rail grid or not my UPS tanks. One signal will easily take me below 40 UPS. Place a row of signals and I can go below 20. Build an intersection with bots and my computer practically melts for a few ...
Whenever I place a Rail or Chain signal on the map, whether it is connected to my primary rail grid or not my UPS tanks. One signal will easily take me below 40 UPS. Place a row of signals and I can go below 20. Build an intersection with bots and my computer practically melts for a few ...
- Sat Nov 28, 2020 6:59 am
- Forum: Logistic Train Network
- Topic: Some toughts about LTN
- Replies: 17
- Views: 5701
Re: Some toughts about LTN
Ah, that's a very neat solution. I appreciate the time it took you to respond and your detailed explanation!
- Sat Nov 28, 2020 5:48 am
- Forum: Logistic Train Network
- Topic: Some toughts about LTN
- Replies: 17
- Views: 5701
Re: Some thoughts about LTN
Running full trains from A to B is simpler than ever with Factorio 1.1.
LTN can do that and then some. It all depends on setting the control signals correctly.
Mostly empty trains sound like too low thresholds.
Even the most basic setup should set thresholds per station:
- Provide threshold ...
- Thu Nov 26, 2020 12:18 am
- Forum: General discussion
- Topic: Alt-F4 #14 - Exploring the Infinite
- Replies: 6
- Views: 5185
Re: Alt-F4 #14 - Exploring the Infinite
Sigh. I missed this post yesterday, it had already slipped down past the first page of active topics. I tried searching for Alt-F4 this morning; 2855 results for the word "Alt" - the F4 was ignored :roll: I went to my search page (DuckDuckGo not Google), and it didn't make it to the top of the ...
- Thu Nov 26, 2020 12:14 am
- Forum: Logistic Train Network
- Topic: Update for 1.1
- Replies: 4
- Views: 2588
Re: Update for 1.1
Is Optera planning to update the mod before 1.1 goes stable?