
Search found 10 matches
- Sun Feb 07, 2021 6:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.20] Crash using smart belt underground placement in multiplayer (CommonManualBuilder::buildByMovingCheck)
- Replies: 5
- Views: 5493
Re: [1.1.20] Crash using smart belt underground placement in multiplayer (CommonManualBuilder::buildByMovingCheck)
Thanks! And as always; You guys rock! 

- Fri Feb 05, 2021 11:18 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.20] Crash using smart belt underground placement in multiplayer (CommonManualBuilder::buildByMovingCheck)
- Replies: 5
- Views: 5493
Re: [1.1.20] Crash using smart belt underground placement in multiplayer (CommonManualBuilder::buildByMovingCheck)
Hi all!
I have the exact same problem as Zurhydryh with a server running on factorio.zone.
Logs included.
Back to the oldskool way for now
Note 1: Just tried it with an 'empty' belt and there it didn't crash.
Note 2: Now it did
I have the exact same problem as Zurhydryh with a server running on factorio.zone.
Logs included.
Back to the oldskool way for now

Note 1: Just tried it with an 'empty' belt and there it didn't crash.

Note 2: Now it did

- Sat Nov 28, 2020 10:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.1.4] "Research completed" sound competes with Technology screen
- Replies: 3
- Views: 2931
[Twinsen][1.1.4] "Research completed" sound competes with Technology screen
Hi all,
I did search and perhaps I failed and it was reported before, but since I am playing 1.1 I might be someone who noticed this while others didn't.
Since I am eagre on not losing time between research, I switched on the reasearch popup and after some time noticed that the sound of the ...
I did search and perhaps I failed and it was reported before, but since I am playing 1.1 I might be someone who noticed this while others didn't.
Since I am eagre on not losing time between research, I switched on the reasearch popup and after some time noticed that the sound of the ...
- Sat May 18, 2019 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Keyboard shortcuts to turn on/off music/sound
- Replies: 4
- Views: 2111
Re: Keyboard shortcuts to turn on/off music/sound
Vouch for this idea. I usually sit alone, but sometimes my wife joins me to fiddle behind her own computer or my kids watching stuff on the other rig. It would be a great QOL thing to have a keybinding to switch music on/off 

- Fri May 10, 2019 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Add option to make bots unclickable
- Replies: 4
- Views: 2033
Re: Add option to make bots unclickable
Well, some things ugly can still be good!
Thanks for the time invested bud, i'll give it a go! 


- Wed May 08, 2019 9:48 am
- Forum: Ideas and Suggestions
- Topic: Add option to make bots unclickable
- Replies: 4
- Views: 2033
Re: Add option to make bots unclickable
You sir made my day! Thanks! :D I don't care about achievements much since I got most I wanted anyway. I just want qol things in my life right now. :P
Just feel this should be in vanilla as it is annoying and maybe a button to change it or perhaps make it restricted to non personal construction ...
Just feel this should be in vanilla as it is annoying and maybe a button to change it or perhaps make it restricted to non personal construction ...
- Wed May 08, 2019 7:41 am
- Forum: Ideas and Suggestions
- Topic: Add option to make bots unclickable
- Replies: 4
- Views: 2033
Add option to make bots unclickable
TL;DR
I would love for an option/button to make construction/logistic bots to become unclickable by the player.
What ?
Adding either a setting in the menu, or a button in the quickbar like the exo and personal roboport, to render all flying bots to become unclickable.
Why ?
It is starting to ...
I would love for an option/button to make construction/logistic bots to become unclickable by the player.
What ?
Adding either a setting in the menu, or a button in the quickbar like the exo and personal roboport, to render all flying bots to become unclickable.
Why ?
It is starting to ...
- Mon Oct 23, 2017 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Personal Roboport Different Color
- Replies: 12
- Views: 4245
Re: personal and regular roboport construction area overlap
Honestly this sounds like a good idea (and easy to implement?) I sometimes regret deconstructing large sites when I didn't notice I was inside my bases construction area looking at my personal bots only picking up once and then wondering what went wrong till I see the cavelary arrive haha.
Vouch ...
Vouch ...
- Tue Jun 06, 2017 10:48 am
- Forum: Gameplay Help
- Topic: Conditional counter auto-reset noob question
- Replies: 5
- Views: 5426
Re: Conditional counter auto-reset noob question
After extensive searching I found this video:
https://www.youtube.com/watch?v=2Vpejj292X4
Here it is explained how to tackle the problem. Credits to the video maker and the person who came up with it is mentioned there.
Finally I can sleep again haha.
https://www.youtube.com/watch?v=2Vpejj292X4
Here it is explained how to tackle the problem. Credits to the video maker and the person who came up with it is mentioned there.

- Mon Jun 05, 2017 2:33 pm
- Forum: Gameplay Help
- Topic: Conditional counter auto-reset noob question
- Replies: 5
- Views: 5426
Re: Conditional counter auto-reset noob question
I am running into the same problem. I have to admit I was never good at math, so eventhough the combinators can't be missed in the game, they require a nasty steep learning curve haha. Hope anyone can explain, perhaps with an example on pictures or something.
I am using the same setup with a mining ...
I am using the same setup with a mining ...