Search found 207 matches
- Thu May 25, 2017 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9] [Harkonnen] Num pad enter isn't treated as regular enter.
- Replies: 5
- Views: 3440
Re: [0.15.9] [Harkonnen] Num pad enter isn't treated as regular enter.
Fixed for next release. Numpad enter is treated as regular enter. If somebody has numpad enter in controls config, it will be automatically rebound to regular enter.
- Thu May 25, 2017 11:32 am
- Forum: General discussion
- Topic: Factorio development explained in gifs
- Replies: 133
- Views: 314977
Re: Factorio development explained in gifs
Testing if things are multiplayer safe [Part2]
- Thu May 25, 2017 10:56 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 204828
Re: Parrallel processing in games & applications
roidal
They are in there for things like fires and smokes. For assembly machines this was an experiment, still not in 0.15 due to electric brownout logics.
They are in there for things like fires and smokes. For assembly machines this was an experiment, still not in 0.15 due to electric brownout logics.
- Thu May 11, 2017 8:46 am
- Forum: Balancing
- Topic: Speed modules cost and tier1-2-3 balancing
- Replies: 28
- Views: 15500
Re: [0.15.9] [Harkonnen] module crafting
Ok, Tier-2 stays Now the question - should tier-2 speed module consume 3 tier-1 modules (instead of 4) or maybe 4 circuits instead of 5 to compensate for tier-1 speed modules consumption by other recipes?
- Wed May 10, 2017 4:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.9] [Harkonnen] Can not type "#" in login screen.
- Replies: 9
- Views: 4514
Re: [15.9] Can not type "#" in login screen.
I think it's some kind of "Alt Gr" problem in Allegro. To confirm - can you try emulating classic keyboard or smth like that when # is shift-3 and report if it works or not?
(we will solve this problem anyway, just would make it faster, so we look in the right place)
(we will solve this problem anyway, just would make it faster, so we look in the right place)
- Wed May 10, 2017 4:56 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15.9 [Harkonnen] Binding Close Window to Left Click
- Replies: 11
- Views: 2710
Re: 0.15.9 [Harkonnen] Binding Close Window to Left Click
I have spotted the bugger already It was controls config review which changed the order of priority of left-clicks when it's bound to more than one thing. Still it's a bug that changing it in controls menu leads to different behavior than loading game from the scratch, so fix is on the way
- Wed May 10, 2017 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.9] [Harkonnen] Can not type "#" in login screen.
- Replies: 9
- Views: 4514
Re: [15.9] Can not type "#" in login screen.
Is it typed with Shift-3 (in English layout) ?
- Wed May 10, 2017 11:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.9] [Harkonnen] Num pad enter isn't treated as regular enter.
- Replies: 5
- Views: 3440
Re: [0.15.9] [Harkonnen] Num pad enter isn't treated as regular enter.
I will make Enter and Numpad-enter behave the same for both text-boxes and game-view. The reason for this - it's easier to imagine case when you'd like both to do same thing (like vehicles), but quite hard to image case when you'd want Enter keys to behave differently. And since we don't have yet ab...
- Wed May 10, 2017 10:53 am
- Forum: Resolved Problems and Bugs
- Topic: [15.9] [Harkonnen] Can not type "#" in login screen.
- Replies: 9
- Views: 4514
Re: [15.9] Can not type "#" in login screen.
1. Can you type it in train station name for example?
2. Are you running Windows?
2. Are you running Windows?
- Wed May 10, 2017 9:59 am
- Forum: Won't fix.
- Topic: [0.15.9] Desync
- Replies: 1
- Views: 817
Re: [0.15.9] Desync
Thanks for report, but its contents are identical...
- Wed May 10, 2017 9:18 am
- Forum: Minor issues
- Topic: [0.15.9] [Harkonnen] Modules missing graphic does not disappear
- Replies: 1
- Views: 993
Re: [0.15.9] [Harkonnen] Modules missing graphic does not disappear
That blue thing in the center is clickable to make it possible to right-click it and cancel the order of delivering modules. As for making it reacting properly on placing modules manually - well, if there are bots nearby, all that will quickly reset as soon as they attempt to deliver a module. This ...
- Wed May 10, 2017 8:09 am
- Forum: 1 / 0 magic
- Topic: [0.15.5] Eco Unfriendly Does Not Activate
- Replies: 7
- Views: 3649
Re: [0.15.5] Eco Unfriendly Does Not Activate
Lezreth Thanks for spending time with my test :) though we didn't get repro, so it was in vain. I don't want you to try reproducing it 10 times in a row, and I already did thing like that myself - still no luck. So unless we get more reports on that, moving this to 0/1 magic - it's just very hard t...
- Wed May 10, 2017 7:40 am
- Forum: Not a bug
- Topic: [0.15.6] [Harkonnen] Splitter throughput
- Replies: 12
- Views: 5219
Re: [0.15.6] Splitter throughput
lovely_santa On how splitters operate internally - express splitter technically consists of 4 express transport belts 0.5 tiles long, but this is not the real cause of the problem. Let's suppose that express-belt moves items 0.3 units per tick and fast-belt moves items 0.2 units per tick (actual nu...
- Wed May 10, 2017 7:02 am
- Forum: Resolved Problems and Bugs
- Topic: 0.15.9 [Harkonnen] Binding Close Window to Left Click
- Replies: 11
- Views: 2710
Re: 0.15.9 - Binding Close Window to Left Click
I will look into it, but it would be hard to maintain such mouseclick behavior in code and not break it again and again - every time you click something inside window or some topmost window or any other thing in GUI will have to be aware not to close GUI until left-click happens above the game view....
- Tue May 09, 2017 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Option to make server wait for slowest client
- Replies: 34
- Views: 13255
Re: Option to make server wait for slowest client
We actually had exactly same discussion inside the team not long ago. It has chance to appear in coming major releases.
- Tue May 09, 2017 2:47 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15.9 [Harkonnen] Binding Close Window to Left Click
- Replies: 11
- Views: 2710
Re: 0.15.9 - Binding Close Window to Left Click
What if you bind close-window to middle-click?
- Tue May 09, 2017 9:05 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.6] Map Filter Icon bugged
- Replies: 3
- Views: 2266
Re: [0.15.6] [Harkonnen] Map Filter Icon bugged
therhodanist I played a little with it - looks like it is again bug with button states, but not with visualization state. As for the whole bug - GUI part is about to be rewritten, particularly those wacky buttons will get their logics revised to match that of Windows buttons for example with hoveri...
- Mon May 08, 2017 11:57 pm
- Forum: Balancing
- Topic: Speed modules cost and tier1-2-3 balancing
- Replies: 28
- Views: 15500
Re: [0.15.9] [Harkonnen] module crafting
In that case i think it would be logical to put 3 on tier-2 recipe (as opposed to 4 on all others) or probably remove tier-2 modules completely from the game and have proportions like 10/15/20 on advanced-modules - does anybody use tier-2 modules at all or goes straight to tier-3 with a bit of tier-...
- Mon May 08, 2017 11:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5][Harkonnen] Centrifuges flicker active while loading
- Replies: 11
- Views: 5743
Re: [0.15.5][Harkonnen] Centrifuges flicker active while loading
Fixed for coming release. Had to move that logics from render to update.
- Sun May 07, 2017 8:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.5][Harkonnen] Centrifuges flicker active while loading
- Replies: 11
- Views: 5743
Re: [0.15.5][Harkonnen] Centrifuges flicker active while loading
Got it. Will check.