Is it intended to show "[Entity:xyz]" instead of simple "xyz"?
Search found 174 matches
- Sat Nov 28, 2020 7:06 pm
- Forum: Not a bug
- Topic: [1.1.2] "[Entity...]" in tips section
- Replies: 1
- Views: 699
- Sat Nov 28, 2020 10:59 am
- Forum: Duplicates
- Topic: [kovarex] [1.1.1] Status icon of engine unclear
- Replies: 1
- Views: 739
[kovarex] [1.1.1] Status icon of engine unclear
Perhaps not a bug but an improvement possibility Status color of engine/turbines are "strange": I tested with an engine: if it is generating more than around 10% of maximum power generation (> 81.9KW) the status is "low power" (yellow light) warning.jpg and it remains that way up...
- Sat Nov 14, 2020 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] /admin panel not refreshed when whitelisting an user
- Replies: 1
- Views: 2487
[1.0.0] /admin panel not refreshed when whitelisting an user
It seems it has never been reported, so... If you ban, demote or purge an user, the /admin panel is immediately refreshed and checkmarks appear and buttons text change (mute -> unmute, for example) but when whitelisting/unwhitelisting, the panel is not refreshed (checkmarks remain unchanged, button ...
- Mon Sep 21, 2020 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.0.0] Wrong slider position when requesting items with stack size of 200
- Replies: 1
- Views: 2551
[kovarex] [1.0.0] Wrong slider position when requesting items with stack size of 200
Setting personal logistic requests for an item with a stack size of 200 display wrong position for the quantity slide. Usually it seems that every slide position is a 1 stack size, but when requesting items with a stack size of 200 (bullets, cables), the slide starts full left (at 0 position) instea...
- Mon Sep 14, 2020 7:10 am
- Forum: Not a bug
- Topic: [0.18.34] Bug with radar gui, related to blueprint gui
- Replies: 4
- Views: 1553
Re: [0.18.34] Bug with radar gui, related to blueprint gui
I just reposted this in the sugestions section, to keep it from being lost here.
- Mon Sep 14, 2020 7:09 am
- Forum: Ideas and Suggestions
- Topic: Show radar coverage when using a blueprint
- Replies: 6
- Views: 1503
Show radar coverage when using a blueprint
TL;DR Display radar coverage preview when placing a blueprint that contains a radar. What ? Placing a single radar (ghost or not) shows a blue preview of its coverage on the minimap (top right) - it is useful if you want perfect coverage without overlaps - but when you place a blueprint containing ...
- Fri Aug 14, 2020 4:56 pm
- Forum: Duplicates
- Topic: [1.0.0] Curved rails are not selected in a rail deconstruction planner
- Replies: 1
- Views: 718
[1.0.0] Curved rails are not selected in a rail deconstruction planner
When applying a filtered deconstruction planner (whitelisting rails) curved rails are not considered in the selection. The opposite is also true: a blacklist deconstruction planner (blacklisting rails) still selects curved rails. starting situation before.jpg applying deconstruction planner as Decon...
- Tue Aug 04, 2020 8:58 pm
- Forum: Minor issues
- Topic: [0.18.42] Wall graphic shows wrong "extra piece" near cliff
- Replies: 1
- Views: 917
[0.18.42] Wall graphic shows wrong "extra piece" near cliff
Not sure if it's intended or not, but sometimes when you place walls near cliffs, they appear to "connect" toward the cliff, even if in this case I can still pass between the wall and the cliff. I'm not very good at explaining it, so I hope situation is clearer looking at images: Wall.jpg ...
- Sun Jul 19, 2020 5:01 pm
- Forum: Not a bug
- Topic: [0.18.36] Electric pole appears as connected in preview but does not really connect when built
- Replies: 2
- Views: 880
Re: [0.18.36] Electric pole appears as connected in preview but does not really connect when built
Damn, I've not seen that power pole ghost, my fault!
- Sun Jul 19, 2020 3:18 pm
- Forum: Not a bug
- Topic: [0.18.36] Electric pole appears as connected in preview but does not really connect when built
- Replies: 2
- Views: 880
[0.18.36] Electric pole appears as connected in preview but does not really connect when built
In attached savegame, if you try building an electric pole over the ghost one, it appears as connected while hovering, but once built, it doesn't connect.
- Tue Dec 31, 2019 7:30 am
- Forum: Not a bug
- Topic: [0.17.79] Cross-hair color inconsistencies
- Replies: 2
- Views: 1059
Re: [0.17.79] Cross-hair color inconsistencies
Thanks, got it!
But... so there's no way to know if a target is "in range" for "always shootable" weapons?
But... so there's no way to know if a target is "in range" for "always shootable" weapons?
- Sun Dec 29, 2019 10:53 am
- Forum: Not a bug
- Topic: [0.17.79] Cross-hair color inconsistencies
- Replies: 2
- Views: 1059
[0.17.79] Cross-hair color inconsistencies
Hello, it seems this behavior is present at least since 0.15; still I've been unable to find a bug report anywhere. Cross-hair color should change from red to green if target is in range of current weapon, but this is now always the case: tank cannon always shows green cross-hair; the same for flame...
- Mon Mar 11, 2019 8:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.10][Minor][UI] Wrong tag displayed in yellow - low readability
- Replies: 2
- Views: 2179
[wheybags][0.17.10][Minor][UI] Wrong tag displayed in yellow - low readability
When you type a tag in a wrong way ie: [img=item/iron-plates] note the added "s" after iron-plate text turns yellow in order to inform user of the typo. IMHO it works very well in chat/console but not so well in train stop rename window: because of the light-yellow background, yellow text ...
- Mon Mar 11, 2019 8:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.10] Dragging items on upgrade planner leaves yellow background
- Replies: 1
- Views: 1774
[kovarex] [0.17.10] Dragging items on upgrade planner leaves yellow background
If you drag and drop items from character inventory to upgrade planner, cells where you drop items in remain with a yellow background
- Fri Jul 29, 2016 6:21 pm
- Forum: Not a bug
- Topic: [13.11] Comparing no signal in "Everything" returns true generaly
- Replies: 2
- Views: 1296
[13.11] Comparing no signal in "Everything" returns true generaly
I already commented on it here but it seems to be considered "not a bug". Still I'm sure it's a bug. when you have no signal on a circuit any comparison with "Everything" signal returns true. http://i65.tinypic.com/2822mhu.jpg I expect to receive false, because no signal passes c...
- Thu Jul 28, 2016 9:18 pm
- Forum: Not a bug
- Topic: SIGNAL all in belt
- Replies: 2
- Views: 1419
Re: SIGNAL all in belt
yes, very weird indeed.
if you compare "everything" with a constant it acts strangely; for example, if you set a lamp to turn on on "everything" > 0 (constant value, not signal) and no signal is sent on circuit, lamp turns on!!!
if you compare "everything" with a constant it acts strangely; for example, if you set a lamp to turn on on "everything" > 0 (constant value, not signal) and no signal is sent on circuit, lamp turns on!!!
- Tue Sep 01, 2015 7:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [WIN7] Game starts minimised and the only way to maximise...
- Replies: 28
- Views: 17380
Re: [WIN7] Game starts minimised and the only way to maximise...
Hi, I tried with 0.12.4 and problem is no more. Factorio starts and takes focus properly. but I found that during the update process from 0.12.4 to 0.12.6, immediately after restart, factorio is in taskbar but I cannot display its window. I closed it by right-click on taskbar - close window and rest...
- Tue Nov 18, 2014 8:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] tank interface - placeholder in text
- Replies: 7
- Views: 2594
Re: [0.11.1] tank interface - placeholder in text
Yesterday I just found that other __1__ placeholder are not replaced either, like "__1__ cannot be smelted".
- Sat Nov 15, 2014 11:06 am
- Forum: Gameplay Help
- Topic: Pump Problems
- Replies: 8
- Views: 3235
Re: Pump Problems
Pumps are used mainly for moving oil and its products (lubricant, etc...). Pumps move 30 units of liquid/sec in a single direction if powered, while there's no movement if they are unpowered. liquid cannot pass through a pump "backward" they are especially useful when you have to move liqu...
- Fri Nov 14, 2014 5:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.1] tank interface - placeholder in text
- Replies: 7
- Views: 2594