Search found 174 matches

by arl85
Sat Nov 28, 2020 7:06 pm
Forum: Not a bug
Topic: [1.1.2] "[Entity...]" in tips section
Replies: 1
Views: 699

[1.1.2] "[Entity...]" in tips section

Is it intended to show "[Entity:xyz]" instead of simple "xyz"?
Clipboard01.jpg
Clipboard01.jpg (21.34 KiB) Viewed 699 times
by arl85
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...
by arl85
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: 2486

[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 ...
by arl85
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...
by arl85
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.
by arl85
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 ...
by arl85
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...
by arl85
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 ...
by arl85
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.
Built
Built
Built.jpg (49.93 KiB) Viewed 880 times
Before building
Before building
BeforeBuilding.jpg (86.97 KiB) Viewed 880 times
by arl85
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?
by arl85
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...
by arl85
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 ...
by arl85
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

by arl85
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...
by arl85
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!!!

Image
by arl85
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: 17378

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...
by arl85
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".
by arl85
Sat Nov 15, 2014 11:06 am
Forum: Gameplay Help
Topic: Pump Problems
Replies: 8
Views: 3234

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...

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