Search found 20 matches
- Wed Nov 13, 2024 2:59 pm
- Forum: Not a bug
- Topic: "Favorites" doesn't sort
- Replies: 2
- Views: 152
Re: "Favorites" doesn't sort
Sorting is working as intended, no arrow up/down on that column. Though. It was just very handy in the old version (1.1.110) 11-13-2024, 15-56-57.png The favorited servers were sticky at the top of the list, making them easy to find. Should we instead create a feature request, or maybe the "is ...
- Fri Nov 08, 2024 7:22 am
- Forum: Bug Reports
- Topic: Black text on mod page
- Replies: 3
- Views: 125
Re: Black text on mod page
Still present in 2.0.14, tested on linux client.
- Wed Nov 06, 2024 11:00 pm
- Forum: Bug Reports
- Topic: Black text on mod page
- Replies: 3
- Views: 125
Re: Black text on mod page
Must have been 2.0.8. I will check again.
- Fri Nov 01, 2024 11:00 pm
- Forum: Not a bug
- Topic: Cliffs on Fulgora is not affected by lightning rod cover area
- Replies: 1
- Views: 162
Cliffs on Fulgora is not affected by lightning rod cover area
Minor issue. As seen in the pictures attached, the cliffs of Fulgora are not affected by the area indicator when hovering a lightning rod. In one way it makes sense, but it sure makes it stand out, not getting the tint that the surroundings get. 11-01-2024, 23-49-43.png 11-01-2024, 23-50-12.png Just...
- Fri Nov 01, 2024 7:56 am
- Forum: Not a bug
- Topic: Inserters ignores belt end items if saturated
- Replies: 1
- Views: 179
Inserters ignores belt end items if saturated
Though it could be an optimization feature of the inserter more than a bug, I report it as it in this case makes my OCD go a bit nuts. Sorry about only providing one image, instead of a video clip. Can supply it on request. 11-01-2024, 08-40-10.png Inserters are only disable/enable limited by amount...
- Tue Oct 22, 2024 7:08 pm
- Forum: Bug Reports
- Topic: Black text on mod page
- Replies: 3
- Views: 125
Black text on mod page
This seems to have reoccurred. https://forums.factorio.com/viewtopic.php?f=47&t=65271 Didn't get a screenshot of it, but the link shows the same effect. Reproduce: - Have a list of mods that needs upgrading. - "Upgrade selected" - Hover one of the mods in the list. - Leave the mouse ov...
- Sun Oct 20, 2024 7:48 am
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 27770
Re: Friday Facts #433 - Liftoff Initiated
Good luck tomorrow, Wube. Would be interesting to hear if the release is a scheduled task, and fully automated, the office closed, and you all gathered at some vacation resort, relaxing in some pool tomorrow at 1100UTC.
- Fri Jan 05, 2024 10:25 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36697
Re: Friday Facts #392 - Parametrised blueprints
I think you are doing right in considering Factorio players a bit differently minded. At least you find a lot of love and appreciation for these things. Me, personally, I'll probably potentially use it. If I could edit and manage blueprints in a more elegant way, i'd be more thrilled, though. Like e...
- Mon Dec 18, 2023 3:52 pm
- Forum: Ideas and Suggestions
- Topic: Pistol trouble
- Replies: 2
- Views: 616
Pistol trouble
Imagine a hectic, biter heavy game, and you have a rocket launcher, machine gun and a flamethrower equipped, blazing at them peskies. Then you die! In a hurry you run out there, and manage to snatch your body, and everything is great again! Or not! The pistol is the root of so much evil, in this sce...
- Mon Dec 18, 2023 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Placing roboports like a pole man!
- Replies: 2
- Views: 634
Re: Placing roboports like a pole man!
I agree. Better to have it act as a building, by default, than as a power pole. Key mapping would be the way to go. Just thought I'd drop it in there.
- Mon Dec 18, 2023 7:57 am
- Forum: Ideas and Suggestions
- Topic: Placing roboports like a pole man!
- Replies: 2
- Views: 634
Placing roboports like a pole man!
Hi. Why shouldn't placing roboports at max range apply to roboports as well, like it does with power poles? In not very few situations, placing a roboport next to the last one (which is just a ghost, and doesn't show it's logistic range) is a chance game, unless you go back, hover the roboport over ...
- Sat Dec 16, 2023 5:13 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 153
- Views: 36550
Re: Friday Facts #389 - Train control improvements
For every FFF, some mods are suddenly considered obsolete, and in some cases, the change is identical to what a mod does. Though, when changes like these occur, I catch myself thinking: "Oh, how will the modders exploit this for even more amazing features?". I do expect and hope that Wube ...
- Mon Nov 06, 2023 6:21 pm
- Forum: Assigned
- Topic: [Raiguard] Mod search not in effect if prefilled from previous visit.
- Replies: 1
- Views: 512
Re: Mod search not in effect if prefilled from previous visit.
Ok, there is some filtering on space exploration, even on the second visit; but it is not the same as the one that presented itself as I entered it, the first time.
I can add to my Expectation 2:
Expected an identically filtered list, with a lot of mods starting with "space exploration".
I can add to my Expectation 2:
Expected an identically filtered list, with a lot of mods starting with "space exploration".
- Mon Nov 06, 2023 6:15 pm
- Forum: Assigned
- Topic: [Raiguard] Mod search not in effect if prefilled from previous visit.
- Replies: 1
- Views: 512
[Raiguard] Mod search not in effect if prefilled from previous visit.
Version 1.1.94 (b61774, win64) What did you do? - From main menu, enter Mods dialog. - Click "Install" pane. - Click search icon. - Enter "space exploration". - Verify that related mods appear. - Click "Confirm" button. - Verify that main menu is present. - Enter Mods d...
- Mon Oct 02, 2023 3:53 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105894
Re: Friday Facts #378 - Trains on another level
So this means that we can build rails right off from cliffs, or onto cliffs? * evil grin *
- Fri Aug 25, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99350
Re: Friday Facts #373 - Factorio: Space Age
Earendel, how about the new features in v2.0, are there mechanics there that you are looking forward to make use of in Space Exploration? Hope to see a bubbly H2SO4 lake, eventually, perhaps more entities with wire connections.
- Tue May 16, 2023 5:04 am
- Forum: Duplicates
- Topic: [1.1.80] Crash to desktop and dialog from a local game (modded)
- Replies: 2
- Views: 883
Re: [1.1.80] Crash to desktop and dialog from a local game (modded)
Thanks for a quick response. Note to myself: At least read the release notes of experimental. I will switch to 1.1.81.
- Mon May 15, 2023 10:33 pm
- Forum: Duplicates
- Topic: [1.1.80] Crash to desktop and dialog from a local game (modded)
- Replies: 2
- Views: 883
[1.1.80] Crash to desktop and dialog from a local game (modded)
Describe the problem as best as you can I have repeatedly experienced a crash to desktop on my lenovo X1 yoga 2nd gen, but without any error messages. Google said it was most likely a hardware issue, so I let it be. But when I now experienced it on my stationary, a beefier system with 2000+ hours o...
- Mon Oct 04, 2021 10:12 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328132
Re: Thank you (Make the dev-team happy today!)
And though this thank you thread should go well into 2022, as a token of our appreciation, all I can do now is push it beyond September.
- Tue May 04, 2021 6:53 am
- Forum: Releases
- Topic: Version 1.1.33
- Replies: 14
- Views: 29577