Search found 23 matches
- Mon May 29, 2023 12:57 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.82]Mod browser "Last highlighted" sorting issue
- Replies: 1
- Views: 2755
[1.1.82]Mod browser "Last highlighted" sorting issue
When clicking a column title to sort by that column, most of the columns sort exactly as I would expect. However, the "Last highlighted" column doesn't sort in a way to show recently-highlighted mods. It can sort from oldest to newest, starting with mods highlighted 4 months ago, but if you reverse ...
- Tue Mar 30, 2021 11:36 pm
- Forum: Not a bug
- Topic: [1.1.30] Mods menu sorting breaks with search filter
- Replies: 1
- Views: 964
[1.1.30] Mods menu sorting breaks with search filter
When browsing the mod menu, sorting by any category (Version, Downloads, Trending, or Last updated) doesn't work if you've got anything in the search box. With the search box empty, sorting works as expected.
Screenshot here: https://imgur.com/WlEOfYt
Screenshot here: https://imgur.com/WlEOfYt
- Fri Jul 31, 2020 9:39 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 40563
Re: Friday Facts #358 - Alien decoratives & Polluted water
Also, if you can tint water tiles, why not try to do something similar to grassland tiles? Tinting them to go dead-plant brown sounds like pretty much the same work as tinting the water to go green. I don't know what you would do to desert, though. Turn it into an ash/soot grey at high values of ...
- Tue Apr 09, 2019 3:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 17314
Re: [0.17.14] Recipes with more than one instance of the same ingredient
So I don't see any changelog note about rolling this change back in .26
Has anyone confirmed the removal of multiple outputs has been rolled back?
I'm running the Seablock modpack, which includes Angel's Bioprocessing and several other recipes with duplicate outputs. The game launched just fine ...
- Sat Mar 16, 2019 4:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.17.12] Crash on startup that killed my display drivers too
- Replies: 4
- Views: 4115
Re: [0.17.12] Crash on startup that killed my display drivers too
First, I should note that this crash seems to have been a one-time thing. Attempting to launch it again worked fine, and I've had no problems since. There's also a chance that something I was doing in Firefox while Factorio was loading interfered with something, though I have no way to tell. Since I ...
- Fri Mar 15, 2019 6:43 am
- Forum: Pending
- Topic: [0.17.11] Drones ignoring trees when building rails
- Replies: 6
- Views: 2251
Re: [0.17.11] Drones ignoring trees when building rails
I just encountered this as well, in 0.17.12 though. Maxwell, are you SURE this didn't happen with SqueakThrough already installed? I just tested on my save, and with SqueakThrough this happened, but with the mod disabled, the tree suddenly blocked both of the adjacent rail tiles from being rebuilt ...
- Fri Mar 15, 2019 2:20 am
- Forum: Ideas and Suggestions
- Topic: Blueprints, Upgrade Planners, and Fast Replace
- Replies: 0
- Views: 808
Blueprints, Upgrade Planners, and Fast Replace
Blueprints have the ability to have an Upgrade Planner applied to them to edit the contents en masse, which is pretty cool. But let's say you only want to change part of that blueprint's contents, for example one that has 50 yellow belts, and you want to replace 20 of them with red. Currently, you'd ...
- Fri Mar 15, 2019 2:12 am
- Forum: Resolved Problems and Bugs
- Topic: [Posila] [0.17.12] Crash on startup that killed my display drivers too
- Replies: 4
- Views: 4115
[Posila] [0.17.12] Crash on startup that killed my display drivers too
I was loading Factorio up to play, and it crashed so hard that my display drivers also crashed with it, though they recovered after a few seconds. I wasn't paying attention to the loading bar so I don't know what stage it was at exactly, but I have the log file attached below, as well as a picture ...
- Thu Mar 14, 2019 12:52 am
- Forum: Not a bug
- Topic: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint [EDIT: Mod Issue not vanilla]
- Replies: 4
- Views: 1934
Re: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint
Do you use the Picker Extended mod? It has a "zap blueprint on cursor" functionality bound to ctrl-z by default. And if you unbind it, disabling and re-enabling the mod will re-bind it again, because, as far as I can tell, mod keybindings are stored in config.ini with everything else, instead of ...
- Wed Mar 13, 2019 1:25 am
- Forum: Not a bug
- Topic: [0.17.11] CTRL+Z while holding a blueprint deletes the blueprint [EDIT: Mod Issue not vanilla]
- Replies: 4
- Views: 1934
[0.17.11] CTRL+Z while holding a blueprint deletes the blueprint [EDIT: Mod Issue not vanilla]
EDIT: Turns out this was an issue with a mod, and not a game issue. Thanks very much to Vegemeister for giving me a heads up, and sorry to the forum mods and devs who might've wasted time trying to fix this.
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I had a blueprint that I'd saved a while back - but not saved to my library, only ...
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I had a blueprint that I'd saved a while back - but not saved to my library, only ...
- Fri Mar 01, 2019 12:15 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.x] Map preview too wide
- Replies: 9
- Views: 6499
Re: [0.17.x] Map preview too wide
I'm seeing the same issue here. 1920x1080 with 100% UI scale here.
- Thu Feb 28, 2019 11:40 pm
- Forum: Minor issues
- Topic: [0.17.2] Mod UI arrow navigation issues
- Replies: 4
- Views: 1984
Re: [0.17.2] Mod UI arrow navigation issues
No worries, I just noticed it because previous versions of this interface didn't have keyboard functionality at all, so even what I can do via keyboard now is a new feature. Though I must admit that keyboard navigation for some of the potentially larger lists like this would be nice, I also ...
- Thu Feb 28, 2019 3:38 am
- Forum: Minor issues
- Topic: [0.17.2] Mod UI arrow navigation issues
- Replies: 4
- Views: 1984
[0.17.2] Mod UI arrow navigation issues
I've found a number of issues with the Mods panel, which are somewhat annoying to deal with. I know that the guidelines say to stick to one bug per post, so please let me know if these are "separate" enough to warrant their own posts. For now though, I'm sticking to one post since I feel like these ...
- Wed Feb 27, 2019 1:26 am
- Forum: Pending
- Topic: [0.17.1]Softlock/crash when changing mods
- Replies: 1
- Views: 939
[0.17.1]Softlock/crash when changing mods
EDIT: This bug is no longer present in 0.17.2 but I'm not deleting this post, in case devs find it useful or simply don't appreciate bug reports vanishing without any explanation. Mods, feel free to delete or whatever as you wish.
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Changing which mods are enabled and hitting Confirm in the ...
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Changing which mods are enabled and hitting Confirm in the ...
- Sun Oct 28, 2018 7:42 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 268915
Re: Friday Facts #266 - Cleanup of mechanics
I have to agree with others in protesting the changes to the assembler. It not only provides a clear marker of progression, but it gives players a sense of the "complexity" of products. Given that this has been a mechanic for so long, I'd also bet it's impacted the actual recipes of a ton of items ...
- Fri May 04, 2018 3:49 am
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 60033
Re: [MOD 0.16.x] BeltSorter 0.5.4
Recently this mod is causing my game to crash any time I try to open power armor, with the following error message:
Error while running event beltSorter::on_tick (ID 0)
LuaEquipmentGrid doesn't contain key name.
stack traceback:
__beltSorter__/libs/control/gui.lua:96: in function 'playerOpenGui ...
Error while running event beltSorter::on_tick (ID 0)
LuaEquipmentGrid doesn't contain key name.
stack traceback:
__beltSorter__/libs/control/gui.lua:96: in function 'playerOpenGui ...
- Sun Jan 28, 2018 5:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.20] Click-dragging to scroll causes jittering
- Replies: 2
- Views: 3282
Re: [Rseding91] [0.16.20] Click-dragging to scroll causes jittering
Dang, less than two hours, you guys are amazing xD
- Sat Jan 27, 2018 5:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.20] Click-dragging to scroll causes jittering
- Replies: 2
- Views: 3282
[Rseding91] [0.16.20] Click-dragging to scroll causes jittering
I noticed today that when generating a preview map for a new game, dragging it to look around jitters quite a lot. This also happens when viewing any tech tree item that ends up with a scroll bar.
Reproducing the issue is simple.
A) For the preview map, simply click New Game, then Generate Preview ...
Reproducing the issue is simple.
A) For the preview map, simply click New Game, then Generate Preview ...
- Tue May 30, 2017 1:24 am
- Forum: Not a bug
- Topic: [0.15.16] Modded achievements copy to vanilla on restart
- Replies: 0
- Views: 897
[0.15.16] Modded achievements copy to vanilla on restart
Achievements earned while playing Factorio with mods don't trigger the Steam achievements, which is expected.
However, if you then load the game without mods - say, to play a vanilla map, or to play with friends, etc. - all of the achievements you got while playing a modded game (saved in ...
However, if you then load the game without mods - say, to play a vanilla map, or to play with friends, etc. - all of the achievements you got while playing a modded game (saved in ...
- Tue May 16, 2017 9:49 pm
- Forum: Releases
- Topic: Version 0.15.11
- Replies: 100
- Views: 59662
Re: Version 0.15.11
Added "create specialized sprite atlases" option to graphics settings. If checked, tile and shadow sprites won't be put into separated sprite atlases instead of the main one. This should give graphics driver more room to fit required sprites to graphics memory.
I feel like the wording here is a ...
I feel like the wording here is a ...