Search found 47 matches
- Thu Feb 13, 2025 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Better symbols for any/all signals
- Replies: 0
- Views: 156
Better symbols for any/all signals
Currently they look like the "element of" symbol, which is annoying as they don't really mean that. Even when interpreting the graphic as not mathematical symbols but squiggles that suggest splitting and merging, they are still incorrect, as neither splits the input, only merges it, so they should ...
- Thu Feb 13, 2025 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 29
- Views: 3025
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Only because I tried a mod and now I'm at a stage where I'm getting an item as a byproduct and I have no idea how to get rid of it, and I tried to look it up in factoriopedia to find nothing because the mod decided to disable showing all items. I can still manually scroll through the techs and ...
Only because I tried a mod and now I'm at a stage where I'm getting an item as a byproduct and I have no idea how to get rid of it, and I tried to look it up in factoriopedia to find nothing because the mod decided to disable showing all items. I can still manually scroll through the techs and ...
- Fri Nov 29, 2024 11:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
- Replies: 1
- Views: 1120
[boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
Place a selector combinator and set it to "Quality transfer" mode. Make a blueprint of the combinator and go into blueprint parameterization.
Actual behavior: a parameter shows up with the value of zero and hovering over it provides no explanation other than "in <selector combinator>"
Expected ...
Actual behavior: a parameter shows up with the value of zero and hovering over it provides no explanation other than "in <selector combinator>"
Expected ...
- Thu Nov 28, 2024 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa] [Import from] planet reverts when changing quality
- Replies: 3
- Views: 1304
Re: [Hrusa] [Import from] planet reverts when changing quality
I'm actually seeing the reset happen when changing an existing request that can't be fulfilled.
- Fri Nov 01, 2024 3:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
- Replies: 1
- Views: 292
Re: [2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
For the record the crash is no longer happening in 2.0.14.
- Mon Oct 28, 2024 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
- Replies: 1
- Views: 292
[2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
It's an old (but 2.x) save so probably it's related to the incremental changes since the LAN.
0.004 2024-10-28 20:41:03; Factorio 2.0.12 (build 79795, win64, full, space-age)
0.004 Operating system: Windows 11 (build 22631)
0.004 Program arguments: "D:\Games\Factorio_1.2\bin\x64\factorio.exe ...
0.004 2024-10-28 20:41:03; Factorio 2.0.12 (build 79795, win64, full, space-age)
0.004 Operating system: Windows 11 (build 22631)
0.004 Program arguments: "D:\Games\Factorio_1.2\bin\x64\factorio.exe ...
- Thu Oct 24, 2024 11:08 am
- Forum: Ideas and Suggestions
- Topic: Rocket capacity is too inaccurate for some items
- Replies: 9
- Views: 1492
Rocket capacity is too inaccurate for some items
Example is the uranium ammo, which has a stack size of 100 and a rocket capacity of 25. This means the rocket capacity is 0.25 stacks, yet in the tooltip it shows up as 0.3 stacks. I guess too aggressive rounding is to blame for this. Some limits do need to be in place in case of mods adding items ...
- Thu Oct 24, 2024 8:08 am
- Forum: Ideas and Suggestions
- Topic: "Not enough storage space" alert should show the item icon
- Replies: 1
- Views: 390
"Not enough storage space" alert should show the item icon
Currently the "not enough space in logistics storage" doesn't show what item there is no storage for. To figure out you have to click on the alert and zoom in and hopefully notice that bot with the offending item, but even worse is if the alert is coming from a chest because then you don't know ...
- Wed Oct 23, 2024 10:41 am
- Forum: Ideas and Suggestions
- Topic: Allow more interactivity during pause
- Replies: 1
- Views: 260
Allow more interactivity during pause
Currently the entire GUI is locked up when pausing, however if you open Factoriopedia first and then pause, you can still continue browsing normally.
I think the main GUI should remain interactive and at least allow opening of windows in read-only mode such as Factoriopedia and the research queue ...
I think the main GUI should remain interactive and at least allow opening of windows in read-only mode such as Factoriopedia and the research queue ...
- Wed Oct 23, 2024 10:07 am
- Forum: Assigned
- Topic: [Donion] [2.0.9] Switching items in Factoriopedia resumes music during pause
- Replies: 0
- Views: 187
[Donion] [2.0.9] Switching items in Factoriopedia resumes music during pause
Reproduction:
- Make sure the music is playing
- Open Factoriopedia
- Pause the game (which makes the music stop)
- Switch to an entry that has a simulation (e.g. "Item on ground")
Actual behavior:
- The music restarts, until re-pausing or using the "Pause music" hotkey
Expected behavior:
- The ...
- Make sure the music is playing
- Open Factoriopedia
- Pause the game (which makes the music stop)
- Switch to an entry that has a simulation (e.g. "Item on ground")
Actual behavior:
- The music restarts, until re-pausing or using the "Pause music" hotkey
Expected behavior:
- The ...
- Wed Oct 23, 2024 10:00 am
- Forum: Assigned
- Topic: [v453000][2.0.8] Unable to assign Copper Wire recipe in Assembly Machine 2
- Replies: 4
- Views: 827
Re: [2.0.8] Unable to assign Copper Wire recipe in Assembly Machine 2
I think the one that connects power poles needs to have the word "copper" removed from its name. For the Hungarian translation, I translated this name as if it was "Electric cable".
- Wed Oct 23, 2024 9:13 am
- Forum: Implemented in 2.0
- Topic: [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
- Replies: 9
- Views: 22081
Re: [2.0.9] It is possible to softlock on Fulgora due to missing sticks/substations
I would prefer making substations a requirement as opposed to adding more junk drops to ruins.
- Wed Oct 23, 2024 9:10 am
- Forum: Ideas and Suggestions
- Topic: [Space Age] Make victory condition either more or less ambiguous
- Replies: 9
- Views: 9564
Re: [Space Age] Make victory condition either more or less ambiguous
Agreed. In fact I think the description was a bit clearer at the time of the LAN when
the shattered planet
was interstellar space
, however even that was ambiguous whether you had to travel the full 4 Gm distance
or just travel to the beginning of it
. I assumed the former.- Tue Oct 22, 2024 5:48 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 58
- Views: 17093
Auto-launching of mixed rockets
If you have requests from a space platform that you have all the materials for on the planet, they should be requested by the rocket silo if they can fill a rocket even if the individual items can't fill a rocket by themselves.
There are two main use cases for this. First is construction, where you ...
There are two main use cases for this. First is construction, where you ...
- Tue Oct 22, 2024 5:35 am
- Forum: Ideas and Suggestions
- Topic: Show ammo usage of weapons and turrets in Factoriopedia
- Replies: 0
- Views: 221
Show ammo usage of weapons and turrets in Factoriopedia
Currently ammo usage of weapons and turrets is not shown in Factoriopedia. This actually discouraged me from ever wanting to try the Tesla turret, as I didn't realize that it doesn't need ammo, because there is a Tesla ammo item in the game so I assumed it is used by both the gun and the turret, but ...
- Fri Oct 18, 2024 9:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.6] new Steam achievement names and description are English although the translations are available in-game
- Replies: 3
- Views: 600
Re: [2.0.6] new Steam achievement names and description are English although the translations are available in-game
Same for Hungarian. Some of the achievement names and descriptions have sloppy translations from before I proofread all the strings.
- Fri Jul 05, 2024 6:26 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 60665
Re: Friday Facts #418 - Space Age release date
I'm wondering how the translations will be scheduled in comparison to the expansion release date.
If the strings are released earlier than the game, they could be difficult to translate without being able to play the game to understand the full context in which they appear, not to mention they may ...
If the strings are released earlier than the game, they could be difficult to translate without being able to play the game to understand the full context in which they appear, not to mention they may ...
- Sat Apr 22, 2023 5:59 am
- Forum: Translations
- Topic: Untranslatable strings
- Replies: 1
- Views: 1256
Untranslatable strings
The mod categories and the durations ("X years ago", "X months ago" etc.) are not translatable.
See the highlighted bits in the image.
See the highlighted bits in the image.
- Fri Apr 30, 2021 10:02 pm
- Forum: Not a bug
- Topic: [1.1.32] Power pole doesn't connect
- Replies: 3
- Views: 1612
Re: [1.1.32] Power pole doesn't connect
In that case it's merely confusing because it doesn't indicate anywhere how many connections it can have.
- Fri Apr 30, 2021 8:04 pm
- Forum: Not a bug
- Topic: [1.1.32] Power pole doesn't connect
- Replies: 3
- Views: 1612
[1.1.32] Power pole doesn't connect
When loading the attached save file and trying to place a big power pole around the position indicated in the picture, it won't connect up with the big power pole above even though it is in range.