Search found 20 matches
- Tue Nov 24, 2020 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
- Replies: 2
- Views: 244
Re: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not tr
Glad to help and thanks for the quick fix!
- Tue Nov 24, 2020 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
- Replies: 2
- Views: 244
[boskid][1.1.0] Crash when loading a modded save (Error TransportLineGroup.cpp:44: members.count(related) was not true)
I just updated from 1.0.0 to 1.1.0 and the game crashes reproducibly when I try to load my SeaBlock save file. (I click Continue in main menu) Edit: In the mods menu all mods except Base mod are marked as "incompatible with current version of the game". But I guess it still should not crash on tryin...
- Sat Jan 11, 2020 7:58 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 11729
Re: Friday Facts #329 - Campaign reassessment
You seem to think that it is bad when the campaign is different from freeplay. But I think if they are too similar, there would be no reason to have both. I really liked the old campaign with it's small missions with increasingly difficult tasks. There are other games like e. g. Anno 1404 that also ...
- Sat Oct 26, 2019 1:14 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 16635
Re: Friday Facts #318 - New Tooltips
Can we have item stack size in tool tips please?
- Fri Feb 01, 2019 6:01 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 35649
Re: Friday Facts #280 - Visual Feedback is the king
I had hoped for news on 0.17, but I think this was even better!
- Sun Dec 23, 2018 3:06 pm
- Forum: Ideas and Suggestions
- Topic: Module Ghosts in Assembling machines.
- Replies: 6
- Views: 1609
Re: Module Ghosts in Assembling machines.
I would like this too. At the moment we can cancel an open request for bots to put modules into an assembler/furnace, but there is no way to logistically request bots to put modules into an existing machine. Edit: Maybe we could use middle click (aka the button to reserve slots for a specific item) ...
- Sat Nov 17, 2018 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: [16.51] Crash loading save: "ID (index: 850, name: puffer-nest) not found in entity list."
- Replies: 4
- Views: 946
Re: [16.51] Crash loading save: "ID (index: 850, name: puffer-nest) not found in entity list."
I have the same error (index: 804 in my case), also in my Sea Block game, after updating the mods to the newest version.
Would you like to have my save file too?
Would you like to have my save file too?
- Sat Jun 30, 2018 8:20 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 30087
Re: Friday Facts #249 - Dead end exploration
I like both options 3 and 4, but would prefer 3, because I think that a clear separation between blueprints and normal items would be nice.
- Fri Jun 15, 2018 4:36 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 27702
Re: Friday Facts #246 - The GUI update (Part 3)
The whole "preset" area makes no sense at all unless you know what is it. First there is that row with "bright orange text field with settings icon and some text, weird button, return/re-run button". Nothing here indicates that this is a preset selection or how to use it. Then there is some white t...
- Fri Jun 08, 2018 8:00 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 27702
Re: Friday Facts #246 - The GUI update (Part 3)
I'm calling it now: With the new GUI tileset, nobody will know if a value can be changed because the button and editable field look exactly the same. Notice the seed field for example, it looks exactly the same as the other buttons, making me wonder if it's a button, or a text field. Yes, that is t...
- Sat May 19, 2018 6:56 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 27800
Re: Friday Facts #243 - New GUI tileset
Great work! The only thing that bugs me, is that the editable fields are standing out. I feel like this is contrary to all other applications I know and makes them look to much like buttons.
- Mon Feb 19, 2018 10:31 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 23575
Re: Version 0.16.25
Thank you a lot for this update! <3
- Sun Feb 11, 2018 3:02 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 12796
Re: Friday Facts #229 - Taiwan report & Lamp staggering
Haha - and I always thought that the lamps not turning on at the same time was some kind of update bug! I am a coder myself, so I guess this is the typical case of "It's a feature, not a bug!" 

- Fri Jan 12, 2018 7:30 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 166848
Re: Friday Facts #225 - Bots versus belts (part 2)
Also add fucking Loaders, which are already programmed in the game. Allow them to only put things in and out of cargo wagons and other chest types and put ores into and out of furnace type buildings faster then then stack inserters. Not Assembler types and Reactors/Steam Engines types. You do this ...
- Sun Dec 17, 2017 11:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.16.5] [for 0.17] Chest GUI wrong after copy from other chest
- Replies: 2
- Views: 1479
[Dominik] [0.16.5] [for 0.17] Chest GUI wrong after copy from other chest
When you copy the limitation setting from one chest to another while the target chest's GUI is open, the GUI is not updated correctly. It is somehow in a state between having a limitation and not having one. (Hard to describe, just try yourself...
- Sat Dec 16, 2017 10:57 am
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 28213
Re: Friday Facts #221 - 0.16 is out
Great work with the update, thank you devs! On belt compression: I personally would like to make belt compression as easy and intuitive as possible, because a) I would like belts to stay competitive to bots as long as possible in the late game b) it is an unnecessary hurdle for new players to figure...
- Tue Aug 15, 2017 6:39 pm
- Forum: Not a bug
- Topic: [0.15] Research inconsistency
- Replies: 4
- Views: 1027
Re: [0.15] Research inconsistency
It would be nice if clicking on a required science pack would select the technology the provides this science pack.
- Sun Apr 30, 2017 1:39 pm
- Forum: Technical Help
- Topic: [0.15.3] error updating to [0.15.5]
- Replies: 0
- Views: 336
[0.15.3] error updating to [0.15.5]
I have currently 0.15.3 installed (originally downloaded 0.15.0 and updated to 0.15.1, 0.15.2 and 0.15.3 without problems when they came out). Upon starting Factorio, I get the info that 0.15.5 is out and I can update. However, after downloading the first zip file there is a pause of about 5-10 seco...
- Tue Oct 11, 2016 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Search in crafting recipes should search in ingredients, too
- Replies: 2
- Views: 897
Re: Search in crafting recipes should search in ingredients, too
There is a new mod called "What is it used for?" that kind of solves this problem, although ingame support would be superior and the mod does not adress research as DukeAI suggested. Another suggestion for easy search for ingredients: When having an item at the mouse cursor and clicking the search i...
- Sun Oct 02, 2016 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Search in crafting recipes should search in ingredients, too
- Replies: 2
- Views: 897
Search in crafting recipes should search in ingredients, too
When searching in the crafting window, the search terms are only matched against the recipe titles. I would love to find recipes with matching ingredients, too. Sometimes you want to know what those advanced circuits are needed for, to plan the layout of your factory... I guess this is mainly a prob...