I'm not able to reproduce this on a new save though for some reason, and it only happens once every couple attempts when I retype that same "Defense Outpost" name deliberately.
I will attach my save file just in case.
Open the nearby train station and edit the outpost name to add the color tags ...
Search found 69 matches
- Sun Nov 10, 2024 8:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.16] Crash when typing train stop name using color tags (TextRenderer::cleanupRichTextString)
- Replies: 3
- Views: 972
- Sun Nov 10, 2024 8:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.16] Crash when typing train stop name using color tags (TextRenderer::cleanupRichTextString)
- Replies: 3
- Views: 972
Re: [2.0.16] Crash when typing train stop name using color tags
I was able to reproduce the crash:
1) Make train station with color tagged first word
2) Use color tags for symbol (I used "\[color=red\] <down arrow symbol> \[/color\]")
3) Repeatedly press backspace / ctrl backspace until crash
1) Make train station with color tagged first word
2) Use color tags for symbol (I used "\[color=red\] <down arrow symbol> \[/color\]")
3) Repeatedly press backspace / ctrl backspace until crash
- Sun Nov 10, 2024 8:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.16] Crash when typing train stop name using color tags (TextRenderer::cleanupRichTextString)
- Replies: 3
- Views: 972
[Genhis][2.0.16] Crash when typing train stop name using color tags (TextRenderer::cleanupRichTextString)
The game crashed when I was changing the name of a train stop.
I used bracket color tags around the white "down arrow" symbol just to see if it would do anything. It did not fill in any color, but the brackets disappeared properly. I tried to backspace the symbol and the game crashed.
Not sure if ...
I used bracket color tags around the white "down arrow" symbol just to see if it would do anything. It did not fill in any color, but the brackets disappeared properly. I tried to backspace the symbol and the game crashed.
Not sure if ...
- Fri Aug 07, 2020 6:50 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 116002
Re: Friday Facts #359 - Crash site: The beginning
I hope #360 isn't going to be the last FF. It's become a defining part of my Fridays ;(
- Fri May 17, 2019 8:49 am
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 22064
Re: [MOD 0.17] Deadlock's Larger Lamps
Not sure if intended: the starting copper 2x2 light has only a one tile footprint. Graphical glitchiness due to being able to place things too close.
Also, suggestion: possibly add support for popular day-night length modifier mods to add multipliers to the fuel efficiency of early game lamp? e.g ...
Also, suggestion: possibly add support for popular day-night length modifier mods to add multipliers to the fuel efficiency of early game lamp? e.g ...
- Mon Aug 06, 2018 9:29 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 103085
Re: Friday Facts #254 - No research queue for you
Guys there's still mods for queueing research if the more advanced player wants it on their 5th playthrough or whatever. I personally support the catering of the most apparent hard-baked elements of gameplay (UI and on-screen messages and such) to the newcomer. Even having it as a checkbox in the ...
- Tue Feb 28, 2017 1:51 pm
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
If anyone is wondering about the lack of progress by me, I'll just say I've been holding off on Factorio awaiting 0.15 

- Fri Oct 28, 2016 7:03 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Greenhouse Tech Tree Icons
"Now with 100% less stock images!" Link to source icons
Updated in my patch mod v0.14.1.
"Now with 100% less stock images!" Link to source icons
Updated in my patch mod v0.14.1.
- Fri Oct 28, 2016 6:54 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 199018
Re: [0.14.x] Bob's Mods: General Discussion
Though I'd like to hear the opinion of a few of my fans too. Model looks great but I'm not sure if the high-detailed textures translate well into a 2d sprite without becoming a mess.
I second this. If feasible, I would recommend churning up a spritesheet prototype based formatted the same ...
I second this. If feasible, I would recommend churning up a spritesheet prototype based formatted the same ...
- Fri Sep 30, 2016 7:13 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 199018
Re: [0.14.x] Bob's Mods: General Discussion
I am sorry, I do not want to sound rude neither blunt, as text lacks the ability to demonstrate one's emotion when writing, but I do not like the idea of 'conformity' with the original texture, if there was satisfaction with the game original content, mods would not exist, so since the game allows ...
- Thu Sep 29, 2016 7:21 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 199018
Re: [0.14.x] Bob's Mods: General Discussion
Is it something along the looks of this that you need:
http://orig02.deviantart.net/8c67/f/2011/082/2/f/camotank_by_v67-d3cc2m5.png
If yes, I believe I can provide a personalized tank sprite to be used for your mods, what would be the specifications for it?
Turret with a single cannon or two ...
http://orig02.deviantart.net/8c67/f/2011/082/2/f/camotank_by_v67-d3cc2m5.png
If yes, I believe I can provide a personalized tank sprite to be used for your mods, what would be the specifications for it?
Turret with a single cannon or two ...
- Thu Sep 29, 2016 7:00 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 199018
Re: [0.14.x] Bob's Mods: General Discussion
The tanks idea sounds like a serious hassle for little improvement. The graphics necessary to make that work would take way too much energy; there are much more imperative places in bob's mod which could use the graphics work. Cool pictures tho.
Ultimately bob warfare is in the need for a serious ...
Ultimately bob warfare is in the need for a serious ...
- Thu Sep 29, 2016 5:55 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Electrolyzer Tech Icons
"Begone pixelated water drop!"
Link to Source Icons
Updated in my patch mod, as always.
"Begone pixelated water drop!"
Link to Source Icons
Updated in my patch mod, as always.
- Thu Sep 29, 2016 3:47 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Hey everyone. I finally returned to Factorio after getting addicted to Rimworld for a few weeks. I see Bob updated his mod to .14, so I did the same for my graphics patch, which can be found in the same link as always (I refuse to put it on mod portal for... reasons).
I also see that he included ...
I also see that he included ...
- Fri Aug 19, 2016 3:19 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Well maybe put only a roman number in the picture (I / II)?
The small square with red and green don't explain the level to me.
I keep the updated versions of icons on my drive folder in the link and on my graphics patch mod. The little icons on the top left indicate the defining recipe for each ...
- Fri Aug 19, 2016 3:04 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Sorry I've been taking quite the break from gaming overall, trying to take my freshmen college semester seriously haha :D
I promise I'll get around to all the icons systematically. Probably starting next week, after I get used to my schedules and stuff (and get a laptop which can actually play ...
I promise I'll get around to all the icons systematically. Probably starting next week, after I get used to my schedules and stuff (and get a laptop which can actually play ...
- Tue Aug 16, 2016 8:34 am
- Forum: Bob's mods
- Topic: Long Burner Inserters
- Replies: 2
- Views: 1916
Re: Long Burner Inserters
Well a solution would be to set up all the inserters and take a stack of fuel/coal/wood on your cursor and right click on each one.
- Mon Aug 01, 2016 10:04 pm
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Is your's in the mod portal as well? Couldn't find it. I now there's a link in the op, but ingame downloads are much more convenient.
Its not. Originally I thought of my graphics patch as an extension of this thread rather than any real mod. I suppose if people want me to put it on mod portal I ...
- Mon Aug 01, 2016 9:59 pm
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 93636
Re: Bob's Mod Graphics Update Discussion
Graphics Update: MCI - Electrolysis
not sure about these tech icons though...
They look pretty ugly imo, maybe just use the first icon for both techs?
Source Icons Link- Sun Jul 31, 2016 5:24 am
- Forum: Bob's mods
- Topic: Inserter-Mod without function?
- Replies: 2
- Views: 1705
Re: Inserter-Mod without function?
There is a hotkey to press to open the inserter menus. Check in you options menu under mod key bindings. Youll also find shortcut hotkeys to quick-shift length and rotations of inserters.