I wanted to suggest the same thing right now.
Filling in a larger blueprint is weird.
And the red boxes every time i click don't help
Search found 122 matches
- Fri Dec 06, 2024 6:26 pm
- Forum: Ideas and Suggestions
- Topic: Hovering over a ghost with the same item shows a red square. Why?
- Replies: 1
- Views: 252
- Fri Nov 29, 2024 2:10 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.23] Research finishing makes a text field for a constant lose focus
- Replies: 2
- Views: 695
[2.0.23] Research finishing makes a text field for a constant lose focus
While editing a constant in a decider combinator research finished and the text field lost focus.
The same is true for a personal logistic request limit.
Editing the text in a display panel does not lose focus.
The same is true for a personal logistic request limit.
Editing the text in a display panel does not lose focus.
- Fri Nov 29, 2024 2:03 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.13] Bonuses search bar without results makes window go too small
- Replies: 2
- Views: 314
Re: [2.0.13] Bonuses search bar without results makes window go too small
in 2.0.23 this is fixed
- Thu Nov 28, 2024 4:40 pm
- Forum: Bug Reports
- Topic: [2.0.21] Pipetting non-item recipe inconsistency
- Replies: 6
- Views: 551
Re: [2.0.21] Pipetting non-item recipe inconsistency
Oh, it might be, I'm also pipetting signals.
- Mon Nov 25, 2024 12:04 pm
- Forum: Not a bug
- Topic: [2.0.21] Rocket part signal is wrong if copy pasted as ghost signal from input signals
- Replies: 4
- Views: 463
Re: [2.0.21] Rocket part signal is wrong if copy pasted as ghost signal from input signals
Are there two entries with the rocket part icon in the selection menu?
No, which confused me even more.
I only get tbe type=recipe when ghost copying the signal, from any slot in the combinator, even from the same slot i just set it to cia the selection.
I had a similar thing happen with ...
- Mon Nov 25, 2024 12:58 am
- Forum: Duplicates
- Topic: [2.0.21] Programmable speaker alert signal always shown without quality indicator
- Replies: 1
- Views: 246
[2.0.21] Programmable speaker alert signal always shown without quality indicator
It would allow stacking alarms via the different qualities.
- Sun Nov 24, 2024 10:08 pm
- Forum: Not a bug
- Topic: [2.0.21] Rocket part signal is wrong if copy pasted as ghost signal from input signals
- Replies: 4
- Views: 463
[2.0.21] Rocket part signal is wrong if copy pasted as ghost signal from input signals
0eNrtVdtu2zAM/Re+TinqW1Ib2H4kCAzZ5hqhtuRJdDYj8L+PshNn7bw2awe0D4NfJII8PDwkrSMUdYetVZogO4IqjXaQbY/g1L2Wtbdp2SBkIK2ifYOkylVpmkJpScbCIEDpCn9AFgw7AahJkcIJYrz0ue6aAi07iDNUpVxby37VSo01CGiN4yijfTZGWt0ltzeJgJ5jgnVwk3CSSlksJ587AcySrKnzAvfyoJgGB7bSMjqhnZKzSzWDflXWUX4pifrW8zgoS530DE7EJo ...
- Fri Nov 22, 2024 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.21] Display panels not rendering in 4K
- Replies: 4
- Views: 1103
Re: [2.0.21] Display panels not rendering in 4K
I suspect it's because of where It cuts them off. I had changed it to a "width" that works for me on my 2560x1440p monitor.
And it appears that doesn't work with your monitor.
Each line looks like this:
[font=technology-slot-level-font][color=#8000ff][item=production-science-pack ...
And it appears that doesn't work with your monitor.
Each line looks like this:
[font=technology-slot-level-font][color=#8000ff][item=production-science-pack ...
- Mon Nov 18, 2024 5:54 am
- Forum: Duplicates
- Topic: [2.0.19] Undoing replacing rail signal with chain signal does not keep wire connection.
- Replies: 1
- Views: 238
[2.0.19] Undoing replacing rail signal with chain signal does not keep wire connection.
Screencast from 2024-11-18 06-45-47.webm
Replacing a rail signal which has a circuit wire connection with a chain signal works as expected.
(I guess it is kept in the undo buffer as a deconstruct and construct order)
Undoing that action marks the rail signal for deconstruction and places a ghost ...
Replacing a rail signal which has a circuit wire connection with a chain signal works as expected.
(I guess it is kept in the undo buffer as a deconstruct and construct order)
Undoing that action marks the rail signal for deconstruction and places a ghost ...
- Mon Nov 18, 2024 4:55 am
- Forum: Duplicates
- Topic: [2.0.19] Changing quality of Item ghost hovering over some GUI elements does nothing
- Replies: 1
- Views: 311
[2.0.19] Changing quality of Item ghost hovering over some GUI elements does nothing
change_quality_gui.webm
In the video, I have opened a decider combinator. I wanted to change the quality of output signal for plates, while hovering over the existing output item slot.
Over the duration of the entire video I am changing quality. I am holding down left alt and using the scroll ...
In the video, I have opened a decider combinator. I wanted to change the quality of output signal for plates, while hovering over the existing output item slot.
Over the duration of the entire video I am changing quality. I am holding down left alt and using the scroll ...
- Sat Nov 16, 2024 2:50 am
- Forum: 1 / 0 magic
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 7
- Views: 765
- Sat Nov 16, 2024 2:49 am
- Forum: 1 / 0 magic
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 7
- Views: 765
- Wed Nov 13, 2024 2:01 am
- Forum: 1 / 0 magic
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 7
- Views: 765
- Sun Nov 10, 2024 8:05 pm
- Forum: Not a bug
- Topic: [2.0.16] Quality Substations have the same red/green wire reach as normal ones
- Replies: 3
- Views: 515
Re: [2.0.16] Quality Substations have the same red/green wire reach as normal ones
I'm not sure I understand.
Does that mean it's intended that entities between two legendary substations can not be connected to either one by circuit wire?
Does that mean it's intended that entities between two legendary substations can not be connected to either one by circuit wire?
- Sat Nov 09, 2024 6:52 pm
- Forum: Not a bug
- Topic: [2.0.16] Quality Substations have the same red/green wire reach as normal ones
- Replies: 3
- Views: 515
[2.0.16] Quality Substations have the same red/green wire reach as normal ones
I tried to connect something with a red wire from a legendary substation to a chest, but the wire won't reach.
I think this is a bug, why would the circuit wire be restricted to the same as normal substations, but not copper wire reach to connect power?
11-09-2024, 19-51-31.png
I guess quality ...
I think this is a bug, why would the circuit wire be restricted to the same as normal substations, but not copper wire reach to connect power?
11-09-2024, 19-51-31.png
I guess quality ...
- Fri Nov 08, 2024 3:17 pm
- Forum: 1 / 0 magic
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 7
- Views: 765
Re: [2.0.16] savegame from 2.0.14 doesn't load (Chunk.cpp:705: value > 0 was not true)
Same thing in 2.0.16
I want to continue playing, but I also don't want to stay on 2.0.14 with a potentially corrupt savegame with which I can never update Factorio.- Thu Nov 07, 2024 3:42 pm
- Forum: Ideas and Suggestions
- Topic: have elevated and ground tracks not share color, if they "intersect"
- Replies: 9
- Views: 705
Re: have elevated and ground tracks not share color, if they "intersect"
Maybe a different rail visualization sprite for elevated rails would work. For example adding periodic hatch marks on the lines (as railroads are often depicted on city maps). Then you could see when a hatched line cross a straight line.
I like that Idea.
Here's a few mockups:
elevated_rail ...
- Thu Nov 07, 2024 3:11 pm
- Forum: 1 / 0 magic
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 7
- Views: 765
Re: [2.0.15] savegame from 2.0.14 doesn't load (Chunk.cpp:705: value > 0 was not true)
I can, and norobot256 wrote: Thu Nov 07, 2024 3:05 pm Maybe obvious question, can you re-save it after loading in 2.0.14 and get a different result in 2.0.15?
- Thu Nov 07, 2024 2:30 pm
- Forum: 1 / 0 magic
- Topic: [2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
- Replies: 7
- Views: 765
[2.0.15] Crash loading 2.0.14 save (Chunk.cpp:705: value > 0 was not true) (Chunk::removeActiveNeighbourForce)
I am well aware my save game may be corrupted from using faulty ram before.
I have installed an entirely new ram kit now and a memtest passed.
Opening the savegame in 2.0.14 works (although the log complains that it was opened in .15), but 2.0.15 does not, it crashes.
I have installed an entirely new ram kit now and a memtest passed.
Opening the savegame in 2.0.14 works (although the log complains that it was opened in .15), but 2.0.15 does not, it crashes.
- Tue Nov 05, 2024 2:38 pm
- Forum: 1 / 0 magic
- Topic: [2.0.14] Crash after saving multiplayer game after the host ended it
- Replies: 9
- Views: 771
Re: [2.0.14] Crash after saving multiplayer game after the host ended it
Just to end this, I did a memtest on my ram, it failed, many many errors.
Tested each of my two sticks, one passes, one errors almost immediately.
I've ordered new RAM, and I'm just using the one good stick for now.
Tested each of my two sticks, one passes, one errors almost immediately.
I've ordered new RAM, and I'm just using the one good stick for now.