Search found 33 matches

by Sparen
Wed Jan 27, 2021 1:06 am
Forum: Reika's Mods
Topic: Bioluminescence - Because lamps need not be the only things to glow in the dark
Replies: 18
Views: 10585

Re: Bioluminescence - Because lamps need not be the only things to glow in the dark

Are there any plans to enable this mod on 1.1 (as well as its dependency on DragonIndustries)?
by Sparen
Sat Jan 25, 2020 1:06 am
Forum: Not a bug
Topic: [0.18.1] Control settings cannot be cleared on macBook Pro
Replies: 4
Views: 1547

Re: [0.18.1] Control settings cannot be cleared on macBook Pro

I'll take a look. I thought I remapped every occurrence I saw of 'Right Mouse' but I may have missed one.

Thank you.
by Sparen
Fri Jan 24, 2020 4:58 am
Forum: Not a bug
Topic: [0.18.1] Control settings cannot be cleared on macBook Pro
Replies: 4
Views: 1547

Re: [0.18.1] Control settings cannot be cleared on macBook Pro

Right clicking is a requirement to be able to play the game. Prior to 0.18 it was possible to access pretty much every aspect of gameplay without ever needing to right click and I've been able to play without it since 0.14. I still think it is worthwhile to enable key remapping for all gameplay fun...
by Sparen
Thu Jan 23, 2020 11:51 pm
Forum: Not a bug
Topic: [0.18.1] Control settings cannot be cleared on macBook Pro
Replies: 4
Views: 1547

[0.18.1] Control settings cannot be cleared on macBook Pro

In the controls menu, it is not possible to clear key bindings on hardware lacking a right mouse, such as the macBook Pro. In addition to this, clearing filters on the toolbar is no longer possible (?) for the same reason as there is no option to set which key is used for clearing filters. I remembe...
by Sparen
Sat Sep 22, 2018 2:23 am
Forum: Mod Packs / Libs / Special Interest
Topic: Server Real Time Clock
Replies: 1
Views: 5448

Re: Server Real Time Clock

This is quite amazing, in my opinion. Looks pretty good and should definitely be useful - especially to those who take a look and realize that they've been playing Factorio for the past six hours!
by Sparen
Thu Jul 05, 2018 7:58 pm
Forum: Duplicates
Topic: [0.16.51] Landfilling after placing walls retains transition
Replies: 1
Views: 1257

[0.16.51] Landfilling after placing walls retains transition

In the image provided, I first placed a blueprint, then filled in the blueprint, then landfilled in the surrounding area to make space. However, the transition between the wall and water remained even after landfilling. macOS High Sierra, multiplayer vanilla map, host. If needed, I can provide the s...
by Sparen
Fri Jun 29, 2018 8:29 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 78531

Re: Friday Facts #249 - Dead end exploration

As someone who typically uses blueprints for either limited use or in organized books, my biggest problem with the current system is the syncing between library and local copy. However, I do not use the blueprint library as my master - instead, I have a dedicated save file for my blueprints, since i...
by Sparen
Wed Jan 24, 2018 8:25 pm
Forum: 1 / 0 magic
Topic: [0.16.18] Crash during catch up after: "ManualBuilder::suitableBuildDirections"
Replies: 2
Views: 1751

[0.16.18] Crash during catch up after: "ManualBuilder::suitableBuildDirections"

On a vanilla multiplayer server (Factorio MMO The Great Factory) I experienced two desyncs followed by the game freezing when attempting to catch up.

Desync report prior to crash and crash log attached.

macOS Sierra
by Sparen
Tue Dec 19, 2017 9:49 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.5] Desync, Rail Signal mining issue on diag track
Replies: 6
Views: 3092

Re: [0.16.5] Rail Signal mining issue on diag track

Thank you for the report. Desync being connected with it means it is a more serious issue. The game save is a part of the desync report and I found the spot from your screenshot, so for now we are set. Still, if you can recall what exactly you were doing, let me know. I was double tracking some rai...
by Sparen
Mon Dec 18, 2017 2:32 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.5] Desync, Rail Signal mining issue on diag track
Replies: 6
Views: 3092

Re: [0.16.5] Rail Signal mining issue on diag track

Unfortunately I cannot provide a save, as the multiplayer server has desynced me on join six times in a row now and it doesn't seem like I will be able to access the rail that showed the bug. On a side note, when I began fooling around with the signals trying to see what was going wrong, most of the...
by Sparen
Mon Dec 18, 2017 2:14 am
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.5] Desync, Rail Signal mining issue on diag track
Replies: 6
Views: 3092

[Dominik] [0.16.5] Desync, Rail Signal mining issue on diag track

Issue: When mining rail signals on diagonal track, adjacent locations on the same track units are disabled for future signal placement. Tested with both rail signals and chain signals. Multiplayer server running vanilla factorio with some additional informational GUIs for FactorioMMO. Screen Shot 20...
by Sparen
Thu Dec 14, 2017 7:35 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.2] Map colors: major visibility issues
Replies: 15
Views: 7161

Re: [16.2] Map colors: major visibility issues

I personally think that the colors that are used for terrain have suddenly turned brown and gray compared to 0.15, which had more 'vibrant' colors for the terrain. The contrast used to be better.
by Sparen
Thu Dec 14, 2017 6:55 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.2] Force-placing blueprints duplicates alpha for rails
Replies: 2
Views: 2761

Re: [0.16.2] Force-placing blueprints duplicates alpha for rails

Additional note:
Screen Shot 2017-12-14 at 1.53.51 PM.png
Screen Shot 2017-12-14 at 1.53.51 PM.png (1.13 MiB) Viewed 2751 times
It seems like this also affect Blueprint Preview, as the blueprint requires significantly more rail than it actually needs and the rail alpha in the preview is affected.
by Sparen
Thu Dec 14, 2017 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.2] Force-placing blueprints duplicates alpha for rails
Replies: 2
Views: 2761

[Rseding91] [0.16.2] Force-placing blueprints duplicates alpha for rails

When force-placing (for my key-mapping, shift-left click; whatever binding is used to place components of a blueprint even when not all objects can be placed (build ghost option?)) blueprints that overlap with one another, the parts that are shared between the blueprints render with a higher alpha d...
by Sparen
Thu Dec 14, 2017 4:39 pm
Forum: Desyncs with mods
Topic: [0.16.2][mac] Desync on server with MMO script
Replies: 5
Views: 3199

[0.16.2][mac] Desync on server with MMO script

A little while ago Factorio MMO started up a new vanilla rail world server, and in the first hour there have probably been around 15 desyncs. I desynced 6 times - sometimes I'd desync when trying to rejoin. I have attacked the latest 2 of the 6 desync reports as well as the log file. macOS Sierra 10...
by Sparen
Fri Dec 01, 2017 9:23 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 92903

Re: Friday Facts #219 - Cliffs

This is really getting my hopes up for some kind of proper grade separation~

Perhaps artificial craftable cliffs (cough cough ramps) and railway viaducts may be coming? :)
by Sparen
Fri Oct 27, 2017 9:45 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 72025

Re: Friday Facts #214 - Concrete rendering

As others have said, I feel that the new concrete resembles a cobblestone path too much. I'm one of the Factorio players who uses the clear cut concrete block units for ordered, pixel-style control over where things are placed. Every x tiles, place object y, etc. Before I learned about the debug con...
by Sparen
Wed Sep 13, 2017 7:54 pm
Forum: Ideas and Suggestions
Topic: [Idea] Make atomic bomb create a lake
Replies: 5
Views: 2552

Re: [Idea] Make atomic bomb create a lake

The moment I saw this post, I immediately imagined the amount of destruction a griefer on multiplayer could inflict on a base. Destroying a base AND preventing rebuilding part of it automatically via roboports?

*shudder*
by Sparen
Sat May 20, 2017 10:54 pm
Forum: Gameplay Help
Topic: Destroying Blueprint Books and Blueprints (Blueprints Tab)
Replies: 3
Views: 2629

Re: Destroying Blueprint Books and Blueprints (Blueprints Tab)

Moving to Bugs - this is an issue with macOS Keybindings.

viewtopic.php?f=7&t=48168
by Sparen
Sat May 20, 2017 10:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.12] macOS Keybindings - Blueprint Library & Overrides
Replies: 1
Views: 2338

[0.15.12] macOS Keybindings - Blueprint Library & Overrides

As of 0.15.12, if you use Command-Left Mouse for the keybinding for Open Item GUI, in the Blueprint Library, the keybinding to Open Item GUI does not fire. When I hit Command-Left Mouse, it instead selects the blueprint/blueprint book as if I had clicked Left Mouse normally. This issue prevents edit...

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