Search found 33 matches
- 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)?
- 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.
Thank you.
- 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...
- 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...
- 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!
- 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...
- 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...
- 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
Desync report prior to crash and crash log attached.
macOS Sierra
- 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...
- 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...
- 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...
- 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.
- 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:
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.
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.
- 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...
- 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...
- 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?
Perhaps artificial craftable cliffs (cough cough ramps) and railway viaducts may be coming?
- 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...
- 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*
*shudder*
- Sat May 20, 2017 10:54 pm
- Forum: Gameplay Help
- Topic: Destroying Blueprint Books and Blueprints (Blueprints Tab)
- Replies: 3
- Views: 2629
- 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...