Search found 47 matches

by AndrolGenhald
Fri May 03, 2019 7:13 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 55257

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I must say it bothers me just a little bit how the destroyed rails are so curvy but without any actual breaks. How did they get so much longer?
by AndrolGenhald
Mon Apr 15, 2019 4:34 pm
Forum: 1 / 0 magic
Topic: [0.16.3][Linux] Video hang on game exit
Replies: 26
Views: 8982

Re: [0.16.3][Linux] Video hang on game exit

I've had this issue since 0.16 as well, with my 780ti. I don't remember having the issue in 0.16 before I added a cheap Radeon card so I could have 5 monitors, and a lot of people are reporting it with laptops, so maybe it only happens if there are multiple GPUs? I'll try to remember to remove the R...
by AndrolGenhald
Sun Mar 24, 2019 12:58 am
Forum: Won't fix.
Topic: Terminology issue with reactor/batteries
Replies: 1
Views: 853

Terminology issue with reactor/batteries

Compilatron says to "Build an electric pole beside reactor". What he's pointing at is called "Emergency batteries".
by AndrolGenhald
Fri Feb 22, 2019 10:32 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 154772

Re: Friday Facts #283 - Prepare to Launch

I'm guessing you're probably already aware, but https://stable.wiki.factorio.com/ gives a certificate error because it's using a wildcard cert for *.factorio.com.
by AndrolGenhald
Fri Jun 22, 2018 10:30 pm
Forum: News
Topic: Friday Facts #248 - Not Saturday Facts
Replies: 71
Views: 32675

Re: Friday Facts #248 - Not Saturday Facts

A closed-beta branch was sent to a few players to test that rendering works correctly across different hardware. I'd love to help you guys test this out. I have the same problem as here , which isn't Factorio's fault but it'd be nice to know if it's avoided now. I have a 5 monitor setup with a GTX ...
by AndrolGenhald
Wed Apr 11, 2018 2:31 am
Forum: Resolved Problems and Bugs
Topic: [Dominik]Number inputs capture comma but don't allow it
Replies: 2
Views: 2516

Re: [Dominik]Number inputs capture comma but don't allow it

Thank you! You guys are the best, it is indeed quite the edge case :)
by AndrolGenhald
Fri Apr 06, 2018 10:28 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik]Number inputs capture comma but don't allow it
Replies: 2
Views: 2516

[Dominik]Number inputs capture comma but don't allow it

Number inputs (I notice this mostly with personal logistic requests) don't allow the comma to be entered in the field, but they still capture the key so if it's bound to a control it doesn't work while the field is focused. This is an issue because I use the Dvorak layout, and have "Move Up&quo...
by AndrolGenhald
Thu Apr 05, 2018 11:15 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325158

Re: [0.16.x] Bob's Mods: General Discussion

Hey Bob,
Could you update your storage tanks to fix this?
0.15.10
Bugfixes.
  • Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. (more)
by AndrolGenhald
Wed Mar 14, 2018 2:25 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325158

Re: [0.16.x] Bob's Mods: General Discussion

So I might've been wrong about the splitters. I just noticed that I had been using assembling machine 2s to craft them, but now they have more ingredients, so they didn't show up in the menu.
by AndrolGenhald
Sun Mar 11, 2018 2:56 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325158

Re: [0.16.x] Bob's Mods: General Discussion

Hi Bob,

The migration seems to have failed for the splitter recipes. I no longer have the express, turbo, or ultimate splitter recipes unlocked, the research was done before migration.
by AndrolGenhald
Sun Feb 18, 2018 6:20 pm
Forum: Duplicates
Topic: Missing train station crashes game
Replies: 1
Views: 808

Missing train station crashes game

If a station is picked up when a train is waiting at it, it will crash the game when the train tries to leave. To reproduce: Make a small track with 2 train stations, A and B Have a train go to each station and wait 5 seconds When train reaches station B, pick up the station After 5 seconds game cra...
by AndrolGenhald
Sat Feb 10, 2018 8:32 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325158

Re: [0.16.x] Bob's Mods: General Discussion

Warfare 0.16.3: Added clamp_position = true to all artillery ammo. This should fix the min_range issue. Also removed artillery projectile smoke from my artillery ammo, and added map reveal mechanics. Vehicleequipment 0.16.2: Added clamp_position = true to plasma artillery. This should fix the min_r...
by AndrolGenhald
Wed Feb 07, 2018 1:06 am
Forum: Minor issues
Topic: Requester paste from assembly machine has too large request
Replies: 3
Views: 2389

Re: Requester paste from assembly machine has too large request

I didn't notice that that was adjustable, that definitely helps. I'd say it's still an issue though (although yes, it is fairly minor) because it happens with base game recipes too. With Bob's assembly machine 6 full of speed module 8s underground belt requests 11k iron and 5.5k belts. Sure mods cou...
by AndrolGenhald
Sat Feb 03, 2018 1:21 am
Forum: Minor issues
Topic: Requester paste from assembly machine has too large request
Replies: 3
Views: 2389

Requester paste from assembly machine has too large request

I like that pasting to a requester chest from an assembly machine scales the ingredients with the time it'll take the assembly machine to craft the item, but with mods some recipes require many ingredients and some assembly machines can craft very quickly. When ingredients are requested beyond the s...
by AndrolGenhald
Fri Feb 02, 2018 5:08 pm
Forum: Releases
Topic: Version 0.16.22
Replies: 7
Views: 14174

Re: Version 0.16.22

RecipePrototype::allow_as_intermediate
Woot!
by AndrolGenhald
Fri Jan 05, 2018 11:23 pm
Forum: Duplicates
Topic: Version notes dialog missing horizontal scrollbar
Replies: 0
Views: 630

Version notes dialog missing horizontal scrollbar

patch notes no scrollbar.png
patch notes no scrollbar.png (1.58 MiB) Viewed 630 times
I can still scroll by selecting the text though
patch notes scrolled.png
patch notes scrolled.png (1.58 MiB) Viewed 630 times
The date format isn't localized either, but idk if that's really a bug.
by AndrolGenhald
Tue May 16, 2017 3:13 am
Forum: Not a bug
Topic: [0.15.10] Modded fluid with layered icons can't be barreled
Replies: 2
Views: 1137

Re: [0.15.10] Modded fluid with layered icons can't be barreled

That's what I expected, I was looking for a feature request forum to put this in but I didn't see one so I put it here, looking again I can see it should have gone in Ideas and Suggestions...oops :)
by AndrolGenhald
Tue May 16, 2017 1:48 am
Forum: Not a bug
Topic: [0.15.10] Modded fluid with layered icons can't be barreled
Replies: 2
Views: 1137

[0.15.10] Modded fluid with layered icons can't be barreled

If a mod adds a fluid with the icons property instead of icon: { type = "fluid", name = "water-test", default_temperature = 15, max_temperature = 100, heat_capacity = "0.2KJ", base_color = {r=0, g=0.34, b=0.6}, flow_color = {r=0.7, g=0.7, b=0.7}, icons = {{icon = "...
by AndrolGenhald
Tue May 16, 2017 1:33 am
Forum: Modding discussion
Topic: Flattening nested layered icons
Replies: 0
Views: 695

Flattening nested layered icons

So in 0.15 I checked out the way barreling is implemented with the icons property instead of icon (apparently this has actually been around for a while, there's just no documentation), long story short I did some testing and it doesn't support nesting. I thought about doing a feature request, but af...
by AndrolGenhald
Sat May 06, 2017 6:35 pm
Forum: Resolved Problems and Bugs
Topic: Undeconstructing leaves blueprint placeholder entities
Replies: 2
Views: 1498

Undeconstructing leaves blueprint placeholder entities

1. Place some entities 2. Blueprint those entities 3. Without any construction bots, use the deconstruction blueprint on the entities 4. Place the blueprint from step 2 on top of the entities marked for deconstruction; the ghosts will remain 5. Get some construction bots and supply them with more of...

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