Search found 24 matches

by roze
Mon Nov 30, 2020 9:45 pm
Forum: Ideas and Suggestions
Topic: Placing underground ghosts rotates 180 and cannot be dragged "sideways"
Replies: 1
Views: 677

Placing underground ghosts rotates 180 and cannot be dragged "sideways"

TL;DR The new rotation of underground belt ghosts on placement sucks bad... What ? Please add an option to disable rotation of underground belts/pipes upon placing. Preferably by dropdown with "Rotate always", "Rotate when placing normally", "Rotate when placing ghost"...
by roze
Mon Nov 30, 2020 9:15 pm
Forum: Ideas and Suggestions
Topic: Weapon/ammo readout position
Replies: 6
Views: 1878

Re: Weapon/ammo readout position

A dropdown for an option would be nice, maybe "Left, Center Left, Center Right, Right"?
by roze
Mon Nov 30, 2020 9:12 pm
Forum: Not a bug
Topic: Placing underground ghosts rotates 180...
Replies: 6
Views: 1708

Re: Placing underground ghosts rotates 180...

Well, since the thread is already created, and I do not feel like cross/double posting. A mod can move it to feature request if need be.
by roze
Mon Nov 30, 2020 9:02 pm
Forum: Not a bug
Topic: Placing underground ghosts rotates 180...
Replies: 6
Views: 1708

Re: Placing underground ghosts rotates 180...

I would say its both a bug and a feature request. Since the "Lock Belt Building To Straight Line"-option has forgotten about underground belts.
by roze
Mon Nov 30, 2020 8:43 pm
Forum: Ideas and Suggestions
Topic: Weapon/ammo readout position
Replies: 6
Views: 1878

Weapon/ammo readout position

Hello, I noticed that after upgrading to 1.1.1, the ammo/weapon thingie has suddenly moved to the left side. I'm right handed and have played this game for a significant amount of time. I'm simply more used to and more comfortable with having it on the right side. Please add an option to choose whic...
by roze
Mon Nov 30, 2020 8:34 pm
Forum: Not a bug
Topic: Placing underground ghosts rotates 180...
Replies: 6
Views: 1708

Placing underground ghosts rotates 180...

Hi, After upgrading to 1.1.1, I'm VERY disappointed in a lot of new changes. This thread being specifically for the shift-place on underground belts, since placing a long line of belts facing the same direction have now become seriously more tedious. Previously (and by that I mean, during my 3000+ h...
by roze
Sat Mar 21, 2020 6:56 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 142148

Re: [MOD 0.18] KRASTORIO^2

I've been playing Krastorio 2 for a while now with a friends. And since I'm used to them, I also have a bunch of other mods, for example Merging Chests and LTN. And everything has been going fine. Tho, Just now I noticed a bit of a weird thing. Lets just post the basics values: Wood Chest 1x1 = 16 s...
by roze
Thu Oct 03, 2019 8:07 am
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 2921

Re: [0.17.69] Lamps and Ultra Wide resolutions

invisus wrote: ↑
Thu Oct 03, 2019 4:31 am
eradicator wrote: ↑
Wed Oct 02, 2019 10:17 pm
Sounds a bit like this? viewtopic.php?p=438678#p438678
Or perhaps viewtopic.php?f=11&t=71729
Perhaps a duplicate, but linked post is stated as resolved. Feel free to merge if needed.
by roze
Wed Oct 02, 2019 10:03 pm
Forum: Duplicates
Topic: [0.17.69] Lamps and Ultra Wide resolutions
Replies: 10
Views: 2921

[0.17.69] Lamps and Ultra Wide resolutions

Hi, This is a minor bug, but yet a bug. When moving away from a light source with large radius, the light stops rendering on Ultra Wide resolutions (not tested on non-UW). See screenshots. There is nothing turning on or off the lights, they are just normal day-night-cycling lamps. Factorio-lamp-bug-...
by roze
Sun Aug 04, 2019 8:32 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 103535

Re: [MOD 0.16] Realistic Reactors

Hi, I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste. Please look into this. //Regards Thank you for the input. Apparently, something is not compatible between bob's revamp mods ...
by roze
Sun Aug 04, 2019 4:46 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 103535

Re: [MOD 0.16] Realistic Reactors

Hi,
I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste.

Please look into this.

//Regards
by roze
Sat Jun 08, 2019 7:50 am
Forum: Pending
Topic: [0.17.47] Belt issues after last update
Replies: 3
Views: 1278

[0.17.47] Belt issues after last update

Hi, After your recent patch to version 0.17.47 I had to also update my mods, which I do not do very often. But this time, a lot of issues came about since bob's a few mods reset its settings, again. Bob's mods and LTN is the ones I have clearly noticed. One of the issues that came about was that bob...
by roze
Sun Mar 10, 2019 4:46 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 132063

Re: [0.17] Please post bugs and balance issues here.

Happens when I die, 2nd time now.
unknown.png
unknown.png (209.22 KiB) Viewed 4545 times
by roze
Sun Mar 03, 2019 12:21 pm
Forum: Not a bug
Topic: [0.17.4] Locked cargo space considered full for train conditions
Replies: 5
Views: 1348

Re: [0.17.4] Locked cargo space considered full for train conditions

Weird, after re-adding the rule, it works correct again...
by roze
Sun Mar 03, 2019 12:21 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 49635

Re: [MOD 0.16] Realistic Electric Trains

Will this be updated for .17?
by roze
Sat Mar 02, 2019 2:17 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 103535

Re: [MOD 0.16] Realistic Reactors

Hm... Is there any way to read energy usage? Like in actually produced energy?

Lets say I make a multi stage reactor.


"Section x[ Activation when energy usage > 80%, deactivation power usage < 100%/active section ]"
by roze
Sat Mar 02, 2019 11:17 am
Forum: Not a bug
Topic: [0.17.4] Locked cargo space considered full for train conditions
Replies: 5
Views: 1348

[0.17.4] Locked cargo space considered full for train conditions

Hi,
Full cargo is not working as before. It no longer cares for disabled spaces.
factorio-train.png
factorio-train.png (97.69 KiB) Viewed 1345 times
Please fix :P

//Kind regards
by roze
Fri Mar 01, 2019 10:20 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 103535

Re: [MOD 0.16] Realistic Reactors

I have installed it, but cant test yet, waiting for some final mods to get patches first. MergerChests is taking its time, w/o it, my LTN breaks.
by roze
Fri Mar 01, 2019 1:53 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 103535

Re: [MOD 0.16] Realistic Reactors

I'll simply look forward to the release then. Thank you kindly for your work and good luck :)
by roze
Fri Mar 01, 2019 10:33 am
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 103535

Re: [MOD 0.16] Realistic Reactors

Is this mod getting updated for .17? I really wish to continue playing my map and not start a new.

Go to advanced search