Search found 38 matches

by drmason13
Sun Nov 24, 2024 11:07 am
Forum: Ideas and Suggestions
Topic: Parametric belt upgrade level in blueprint parameter
Replies: 2
Views: 524

Parametric belt upgrade level in blueprint parameter

It is already possible with 2.0 to select items to be parameters.

It could be possible to also select belt level "yellow, red, blue, green" as a parameter. Which would behave like upgrading (/downgrading) the blueprint with an upgrade planner before laying it.

It's a minor inconvenience to upgrade ...
by drmason13
Sat Nov 02, 2024 11:50 am
Forum: Duplicates
Topic: [new rails] Chain signal splits rails into blocks on other side of rail to where it is placed
Replies: 1
Views: 275

[new rails] Chain signal splits rails into blocks on other side of rail to where it is placed

This chain signal splits the rails into blocks on the other side of the rail than I expected. (the magenta block to the right between yellow and cyan blocks.)

factorio-chain-signal-weird-block-split-bug.png

Which leads to this surprising situation where a train on one side of the chain signal ...
by drmason13
Wed Oct 30, 2024 7:29 pm
Forum: General discussion
Topic: Blueprints and absolute position weirdness
Replies: 2
Views: 572

Re: Blueprints and absolute position weirdness

Done :)

viewtopic.php?f=7&t=118658

I do hope they will fix it, would make my life easier while tinkering with new rails blueprints!
by drmason13
Wed Oct 30, 2024 7:26 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] Blueprint unexpectedly shifts when reselecting content
Replies: 2
Views: 849

[kovarex] Blueprint unexpectedly shifts when reselecting content

For some reason selecting new blueprint contents for a blueprint that has an absolute grid will destroy your offsets. Especially when rails are involved.

I am raising a bug report although it doesn't feel like a new bug in Space Age.

As an example/demo:
Good offsets
factorio-blueprint-good ...
by drmason13
Wed Oct 30, 2024 12:49 pm
Forum: General discussion
Topic: Blueprints and absolute position weirdness
Replies: 2
Views: 572

Blueprints and absolute position weirdness

I'm wondering if other people have noticed the same thing I have?

For some reason selecting new blueprint contents for a blueprint that has an absolute grid will destroy your offsets. Especially when rails are involved.

I considered raising a bug report but it doesn't feel like a new bug in Space ...
by drmason13
Thu Sep 23, 2021 10:47 am
Forum: Pending
Topic: [boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
Replies: 3
Views: 2495

Re: [1.1.39] Crash placing modded powerpole/lamp in electric grid

I have a theory of steps to reproduce.
The last time this happened I noticed that I was fast replacing a substation ghost with a lighted substation at a point which would join two separate power networks into one.
by drmason13
Thu Sep 16, 2021 8:09 pm
Forum: Pending
Topic: [boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"
Replies: 3
Views: 2495

[boskid][1.1.39] Crash placing modded powerpole/lamp: "Call to disconnect network that is not connected"

I'm in a Sandbox scenario map with this mod enabled: https://mods.factorio.com/mod/LightedPolesPlus version 1.7.1, as well as power-grid-comb 1.1.0 and a number of other seemingly unrelated mods. I wasn't using the comb while experiencing the bug, though I had used it previously on one of the ...
by drmason13
Sat Mar 23, 2019 12:58 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

I am running Ubuntu mate distro, and the mate desktop.
My window manager is Metacity (Marco).

I'm using the laptop keyboard with no modifications. My laptop is an Entroware Aether https://www.entroware.com/store/aether . I should try with an external keyboard!

I downloaded 0.17.17 and started a ...
by drmason13
Thu Mar 21, 2019 7:10 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

Sorry for spamming, I'm back again with an update.

I noticed that loading a 0.17.16 autosave worked fine, but loading a 0.17.14 save froze again.
I'm still plagued with the notion that version bumps might be to blame.

The thing is that the 0.16 autosave was made by staying in the 0.17.14 save a ...
by drmason13
Thu Mar 21, 2019 5:53 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

I found
"last-played-version":
{
"game_version": "0.17.16",
"build_version": 43906,
"build_mode": "steam",
"platform": "linux64"
}


but setting game_version to 0.17.14 didn't cause the changelog popup window to reappear :/ will keep an eye out during the next update. Right now it's time to ...
by drmason13
Thu Mar 21, 2019 5:42 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

Okay, have manged to load the game successfully.

Can't be sure of this (would need to repeat the steps) but I have a theory.

Each time I started the game and had this freeze issue there was the changelog popup when first starting the game.
When force quitting the game with repeated ctrl-alt-delete ...
by drmason13
Thu Mar 21, 2019 5:35 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

What keyboard layout do you use, and have you remapped any keys? Map pings are done by shift-clicking, so it's possible there is some weird modifier key state in effect.
QWERTY. I have remapped some factorio hotkeys but nothing at a keyboard / OS level. Good thought though thank you.
by drmason13
Thu Mar 21, 2019 5:29 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

I've just tried on 0.17.16 and this is still happening.
I've just tried twice to load a game and had the freeze occur.
by drmason13
Sat Mar 09, 2019 8:32 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

Just quickly, a factorio current.log for the successful load: https://pastebin.com/Nvbq8DQs
As far as I can tell it's exactly the same minus the exiting steam part
by drmason13
Sat Mar 09, 2019 8:28 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

Re: [0.17.9] keyboard input freeze on game start

Loading Factorio again now for a second attempt (as usual) but trying to be more observant.
First thing I noticed: Clicking "Play" at the main menu switched focus back out to this browser, minimising Factorio.

But this time it worked, again, as usual. I hope you can shed some light on this but I'm ...
by drmason13
Sat Mar 09, 2019 8:24 pm
Forum: 1 / 0 magic
Topic: [0.17.9] [Linux] keyboard input freeze on game start
Replies: 12
Views: 5032

[0.17.9] [Linux] keyboard input freeze on game start

I have an occasional issue when starting, or loading a game. Factorio appears to run perfectly fine but doesn't respond to any keyboard input.
It responds to mouse input, I can click on the map and drag the map view around. Often, clicking on the ground will cause a "map ping" to appear, but I'm ...
by drmason13
Sun Mar 03, 2019 10:21 am
Forum: Duplicates
Topic: [0.17.4] [Linux] - introduction scenario crash at "rebuild" stage
Replies: 1
Views: 843

[0.17.4] [Linux] - introduction scenario crash at "rebuild" stage

Full Log File: https://pastebin.com/mQFCuerZ .

Error while running event level::on_tick (ID 0)
__base__/lualib/command_callback.lua:31: assertion failed!
stack traceback:
[C]: in function 'assert'
__base__/lualib/command_callback.lua:31: in function 'set_command'
__base__/lualib/attacks.lua:123 ...
by drmason13
Fri Aug 17, 2018 4:15 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 59473

Re: Friday Facts #256 - The little things 3

A science research that upgrades the exoskeletons to provide "belt motion compensation" seems like a good idea.

I applaud these three ideas
by drmason13
Sat Jun 30, 2018 5:38 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 90057

Re: Friday Facts #249 - Dead end exploration

I think proposal 4 is successful for its simplicity.

To address some reasonable concerns I've seen:

Mods mean useless actionbar 'pages' and wasted slots.
Limiting the number of blueprints players can keep.

I think both of these problems should be solved by modifying the 4th proposal.

Have the ...
by drmason13
Thu Oct 12, 2017 7:05 pm
Forum: Ideas and Suggestions
Topic: train station tags
Replies: 0
Views: 1052

train station tags

A lot is currently possible by duplicating station names and using circuit signals to enable/disable stations. Like, a lot a lot with enough patience and circuit network ability. However many of us rely on what is possible using the train gui (I was a massive fan of the new wait conditions)

My idea ...

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