Bug:
If you hold a buildable entity or blueprint, and a camera GUI element displays an area containing the XY coordinates of your cursor, the placement preview, including obstruction hitboxes, will show up in the camera window even if the surface is not the one you're trying to build on.
I would ...
Search found 37 matches
- Fri Dec 04, 2020 4:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.5] Cameras show entity placement preview on other surfaces
- Replies: 1
- Views: 2529
- Sat Mar 14, 2020 8:30 pm
- Forum: Ideas and Suggestions
- Topic: When emptying player inventory, delay emptying filtered slots
- Replies: 4
- Views: 2262
Re: When emptying player inventory, delay emptying filtered slots
Now that the new character GUI is finished, I would like to bump this suggestion. The new personal logistics toggle partially obsoletes it, but there are still items I would like to carry on me at all times (such as upgrade planners, deconstruction planners, fuel and a car/train) without having to ...
- Wed Jan 15, 2020 9:13 pm
- Forum: Desyncs with mods
- Topic: [0.17.79] Desync mods
- Replies: 2
- Views: 2133
Re: [0.17.79] Desync mods
Nice topic number
- Thu Jul 11, 2019 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Need help profiling game
- Replies: 11
- Views: 6812
- Tue May 21, 2019 9:02 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.X] Optimize UPS @ Electric Networks plz
- Replies: 8
- Views: 3362
Re: [0.17.X] Optimize UPS @ Electric Networks plz
It's working correctly. Electric networks are designed for their primary use-case: one large network. Multiple tiny networks will perform much worse than the one big network.
In that case I'd really like for Factorio to support connecting electric networks across surfaces, so I can get ...
- Mon Apr 15, 2019 4:56 pm
- Forum: Ideas and Suggestions
- Topic: When emptying player inventory, delay emptying filtered slots
- Replies: 4
- Views: 2262
When emptying player inventory, delay emptying filtered slots
What ?
When CTRL+clicking on an empty slot in your player inventory to transfer everything to another inventory, items in filtered slots should be transferred only if nothing else would be transferred. Here's an image of what I mean.
Why ?
The point of being able to filter slots in the ...
When CTRL+clicking on an empty slot in your player inventory to transfer everything to another inventory, items in filtered slots should be transferred only if nothing else would be transferred. Here's an image of what I mean.
Why ?
The point of being able to filter slots in the ...
- Mon Feb 26, 2018 6:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [16.20] Items on belt jump ahead when placing nearby belts
- Replies: 11
- Views: 8294
Re: [kovarex] [16.20] Items on belt jump ahead when placing nearby belts
I'm curious, what caused this?
- Sat Oct 28, 2017 10:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Filter for chests like in wagons
- Replies: 12
- Views: 7394
Re: Filter for chests like in wagons
How about a better use case for modding: Suppose modders wish to add a new type of crafting machine or system or mechanic that works differently than vanilla assemblers/furnaces. I won't impose in what way it's different, but suppose it's different enough that it can't be implemented just by ...
- Thu Jun 15, 2017 11:44 am
- Forum: Modding help
- Topic: [0.15.19] Belts have odd behavior, appear stuck
- Replies: 2
- Views: 1582
Re: [0.15.19] Belts have odd behavior, appear stuck
My current belt connection system doesn't perfectly respect the order of items when there are multiple types of items on a single belt lane. The mechanics I use cause solid fuel to have priority over coal, so since your belt is always backed up, the coal never actually has a chance to get teleported.
- Mon Jun 05, 2017 1:12 pm
- Forum: Ideas and Requests For Mods
- Topic: [request] Resources from water, electricity and lubricant
- Replies: 1
- Views: 1389
Re: [request] Resources from water, electricity and lubricant
You might want to take a look at Factorissimo2, it no longer has the 255 factory limit.
- Wed May 31, 2017 10:07 pm
- Forum: Technical Help
- Topic: (0.15.16) Rocket silo research is not available
- Replies: 16
- Views: 8191
Re: (0.15.16) Rocket silo research is not available
I see, I misunderstood the problem.TruePikachu wrote:The issue is that he can't research the silo; you are the first one to make any mention of the space science packs.MagmaMcFry wrote:You get white science by launching a satellite with a rocket, not by crafting it. That's why it has no recipe.
- Wed May 31, 2017 12:34 am
- Forum: Technical Help
- Topic: (0.15.16) Rocket silo research is not available
- Replies: 16
- Views: 8191
Re: (0.15.16) Rocket silo science not available
You get white science by launching a satellite with a rocket, not by crafting it. That's why it has no recipe.
- Wed May 24, 2017 12:22 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 19079
Re: [0.15.x] Severe lag and lag spike issues
Now that's weird. I did try disabling all mods except Factorissimo and the mod that added the faster belts when I messed with your old save, and the CRC went down from 10ms to ~0.5 ms, so I thought Factorissimo couldn't be causing all those CRC checks.
- Sat May 20, 2017 6:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.10] [kovarex] Electric grid overlay visible from different surface (Factorissimo)
- Replies: 5
- Views: 4020
Re: [15.10] [kovarex] Electric grid overlay visible from different surface (Factorissimo)
You may want to post that as a new bug report so it gets noticed.
- Tue May 16, 2017 11:56 pm
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 19079
Re: [0.15.x] Severe lag and lag spike issues
Okay, I've checked out the save and Factorissimo is also a bit at fault, although that's easily fixed.
There are three important factors to your lag: Factorissimo, Vanilla Loaders, and something else.
Factorissimo uses 3-4 milliseconds per tick because you're using it wrong. Extremely fast belt ...
There are three important factors to your lag: Factorissimo, Vanilla Loaders, and something else.
Factorissimo uses 3-4 milliseconds per tick because you're using it wrong. Extremely fast belt ...
- Tue May 16, 2017 11:10 am
- Forum: Technical Help
- Topic: [0.15.x] Severe lag and lag spike issues
- Replies: 31
- Views: 19079
Re: [0.15.x] Severe lag and lag spike issues
Okay guys, Factorissimo mod author here. I'd like to have a look at your map if you don't mind, because this definitely shouldn't be Factorissimo's fault. Please post your save and mods folder.
E: I've had a look at the vanilla-loaders code, it looks pretty inefficient. Are you using lots of ...
E: I've had a look at the vanilla-loaders code, it looks pretty inefficient. Are you using lots of ...
- Mon May 15, 2017 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] More weirdness with camera.zoom and .surface_index
- Replies: 1
- Views: 2272
[0.15.10] More weirdness with camera.zoom and .surface_index
Follow-up to this bug .
When you write to a camera's .surface_index parameter, the camera may still show the entities of the old surface above the tiles of the new surface. This may have something to do with writing to the zoom level as well.
To reproduce: In the attached save, hover quickly ...
When you write to a camera's .surface_index parameter, the camera may still show the entities of the old surface above the tiles of the new surface. This may have something to do with writing to the zoom level as well.
To reproduce: In the attached save, hover quickly ...
- Sat May 06, 2017 9:13 pm
- Forum: Pending
- Topic: [0.15.7] not able to build a signal
- Replies: 11
- Views: 4080
Re: [0.15.7] not able to build a signal
That does seem weird. Here's the blueprint string from your reproduction:
0eNqVl91ugkAQRt9lr7FhZgCFV2maxupGN9HVADY1hncvSmNqS9PDlUHd47jffPNzcW+7kz/WIbauuriwOsTGVc8X14RNXO6u77Xno3eVC63fu8TF5f76VC/DznWJC3HtP1wl3UvifGxDG/xw/vZwfo2n/Zuv+y/cT65O9btfz26AxB0PTX/mEK8/1HNmaok796/Ss9eh9qvhw3mX ...
0eNqVl91ugkAQRt9lr7FhZgCFV2maxupGN9HVADY1hncvSmNqS9PDlUHd47jffPNzcW+7kz/WIbauuriwOsTGVc8X14RNXO6u77Xno3eVC63fu8TF5f76VC/DznWJC3HtP1wl3UvifGxDG/xw/vZwfo2n/Zuv+y/cT65O9btfz26AxB0PTX/mEK8/1HNmaok796/Ss9eh9qvhw3mX ...
- Sat May 06, 2017 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.7] Weird behavior writing to camera.surface_index
- Replies: 3
- Views: 3385
Re: [0.15.7] Weird behavior writing to camera.surface_index
In the attached savefile, move your mouse between the factory buildings quickly, and a plethora of nonsense will happen. Here is the relevant Lua code.
- Fri May 05, 2017 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.7] Weird behavior writing to camera.surface_index
- Replies: 3
- Views: 3385
[0.15.7] Weird behavior writing to camera.surface_index
When you change or write to an existing camera's surface_index, it will show various forms of weird behavior. Sometimes it will stop rendering anything at all, sometimes it will display the old surface's entities on the new surface's tiles.
The same thing happens when you destroy and recreate the ...
The same thing happens when you destroy and recreate the ...