Search found 14 matches
- Sat Jun 06, 2020 8:33 am
- Forum: Ideas and Suggestions
- Topic: Improve transport belt icon
- Replies: 3
- Views: 1191
Re: Improve transport belt icon
It is harder to see, yes, which is why I also accept a higher resolution 0.17 texture as a solution to this request. Those were still plenty visible.
- Sat Jun 06, 2020 5:08 am
- Forum: Ideas and Suggestions
- Topic: Improve transport belt icon
- Replies: 3
- Views: 1191
Improve transport belt icon
TL;DR Transport belts in the inventory fall short of representing the idea of a transport belt in the world. They shouldn't! What ? Here's the old (0.17) icon for belts, which looks similar to belts in-game (even if not exactly , the color is kept aligned): https://url.octyl.net/ljsydh6rscgc1f32huh...
- Sat Jun 06, 2020 2:10 am
- Forum: Not a bug
- Topic: [0.18.27] Transport belt icon is off-color
- Replies: 7
- Views: 2677
Re: [0.18.27] Transport belt icon is off-color
Sorry for not being clear - I don't see any redness in the non-icon texture, this is purely about the fact that the icon doesn't resemble the texture in the world. The icon texture is much redder than the texture in the world, which is nearly black.
- Fri Jun 05, 2020 8:47 pm
- Forum: Not a bug
- Topic: [0.18.27] Transport belt icon is off-color
- Replies: 7
- Views: 2677
Re: [0.18.27] Transport belt icon is off-color
Upon further investigation, I would actually like to formally request that this be fixed, even if not a bug per se. This looks extremely weird compared to the old icons (both upscaled without interpolation, though you could look at the raw files if you wanted): https://url.octyl.net/rgy30w02268vjife...
- Tue May 26, 2020 11:14 pm
- Forum: Not a bug
- Topic: [0.18.27] Transport belt icon is off-color
- Replies: 7
- Views: 2677
[0.18.27] Transport belt icon is off-color
Transport belts look brighter and redder than when actually placed on the ground:
Not sure if this is really a bug, or just my eyes deceiving me, but it looks off to me.
Not sure if this is really a bug, or just my eyes deceiving me, but it looks off to me.
- Tue Mar 05, 2019 6:26 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.5] Crash after removing research
- Replies: 3
- Views: 2622
[kovarex] [0.17.5] Crash after removing research
I removed a research from the research queue, and then Factorio crashed. The specific research was Mining Productivity 3, and I had one of the Big Bag's Inventory researches following it.
- Wed May 03, 2017 3:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.15.6] Hazard Concrete Description Typo
- Replies: 1
- Views: 2584
[Klonan] [0.15.6] Hazard Concrete Description Typo
Minor issue: In the description of Hazard Concrete, it says "Used to build Hazard concrete left," which looks to me like a typo. This could be from the localization files, it seems that there is both left and right variants, unlike regular concrete: hazard-concrete-left=Hazard concrete lef...
- Sat Dec 24, 2016 6:48 pm
- Forum: 1 / 0 magic
- Topic: [Kovarex] [0.14.21] Crash while server is "paused"
- Replies: 2
- Views: 1501
Re: [Kovarex] [0.14.21] Crash while server is "paused"
No problem, I haven't had anything like it happen since.
- Tue Nov 29, 2016 6:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376253
Re: Bugs & FAQ
I hate to be that guy, but this isn't a problem given the Blast Furnace has always been more expensive, but why can't you be bothered to make 10 steel in a stone furnace? The Mk2 requires Aluminum plates and Electronic Circuit Boards which is a much greater leap over the other Mk2 buildings, but is...
- Tue Nov 29, 2016 5:50 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376253
Re: Bugs & FAQ
I can't tell if this is a problem with the Smelting mod itself or a conflict with something else, but the blast furnace MK1 requires steel: https://i.imgur.com/JmzFUMk.png But making steel requires molten steel, and making molten steel requires steel ingots, and making steel ingots requires iron ing...
- Mon Nov 28, 2016 11:46 pm
- Forum: 1 / 0 magic
- Topic: [Kovarex] [0.14.21] Crash while server is "paused"
- Replies: 2
- Views: 1501
[Kovarex] [0.14.21] Crash while server is "paused"
Not sure what could have happened as the server should have been paused at this time (no players were present).
- Wed Sep 28, 2016 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.8] [Oxyd] --start-server-load-scenario saving
- Replies: 5
- Views: 3799
Re: [0.14.8] [Oxyd] --start-server-load-scenario saving
This bugfix seems to have broken --start-server for me. Normally I use ~/steamcmd/steamapps/common/Factorio/bin/x64/factorio --server-settings server-settings.json --start-server saves/server.zip --autosave-interval 10 to start the server, but now that just gives me start-server can't be used togeth...
- Mon Sep 26, 2016 11:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.9] Network switching will prevent rejoining a server
- Replies: 2
- Views: 1262
[0.14.9] Network switching will prevent rejoining a server
When a client switches networks and drops the connection to the server for about a second, the client will get dropped (this is expected). However, once the network is back online, the server rejects further connections for about 5 to 10 minutes before dropping the old connection. I think it should ...
- Sun May 15, 2016 10:44 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 67238
Re: [MOD 0.12.31] Logistics Railway 1.0.7
Would it be possible for you to allow the rails to work with the locomotive as well? I'd like to automatically load coal in with the same system.