Search found 20 matches

by bluewilson
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 ...
by bluewilson
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

11-08-2024, 08-22-25.png
11-08-2024, 08-22-25.png (602.51 KiB) Viewed 43 times
Still present in 2.0.14, tested on linux client.
by bluewilson
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.
by bluewilson
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...
by bluewilson
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...
by bluewilson
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...
by bluewilson
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.
by bluewilson
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...
by bluewilson
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...
by bluewilson
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.
by bluewilson
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 ...
by bluewilson
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 ...
by bluewilson
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".
by bluewilson
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...
by bluewilson
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 *
by bluewilson
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.
by bluewilson
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.
by bluewilson
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...
by bluewilson
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.
by bluewilson
Tue May 04, 2021 6:53 am
Forum: Releases
Topic: Version 1.1.33
Replies: 14
Views: 29577

Re: Version 1.1.33

Deelkar wrote: ↑Mon May 03, 2021 5:28 pm it's not on steam yet?
It is now, at least, under Factorio->Properties->Beta

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