Search found 29 matches

by alefu
Thu Nov 07, 2024 11:10 am
Forum: Pending
Topic: [2.0.14] Crash while collecting Demolisher remains with robots
Replies: 2
Views: 232

Re: [2.0.14] Crash while collecting Demolisher remains with robots

This was one time only. I continued playing from the autosave and did not encounter the crash again.
by alefu
Wed Nov 06, 2024 11:42 pm
Forum: Pending
Topic: [2.0.14] Crash while collecting Demolisher remains with robots
Replies: 2
Views: 232

[2.0.14] Crash while collecting Demolisher remains with robots

I don't know exactly what caused the crash of course, but while it happened I just finished collection the remains of a small demolisher, sitting in my tank nearby. Maybe the robots trying to repair each other afterwards have something to do with it as well?
factorio-current.log
(18.68 KiB) Downloaded 26 times
_autosave2.zip
(15.5 MiB) Downloaded 20 times
by alefu
Mon Oct 21, 2024 10:09 am
Forum: General discussion
Topic: Where to buy the expansion?
Replies: 3
Views: 1158

Re: Where to buy the expansion?

Thank you!
by alefu
Mon Oct 21, 2024 10:01 am
Forum: General discussion
Topic: Where to buy the expansion?
Replies: 3
Views: 1158

Where to buy the expansion?

I suppose the expansion will cost the same price everywhere (Steam, developer website). And when I buy it over the website, I can also get a Steam key as far as I know.

So my question is, in which case do the developers get the highest share of the sales price? That's where I would prefer to buy it.
by alefu
Fri Jul 12, 2024 2:37 pm
Forum: News
Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
Replies: 119
Views: 26739

Re: Friday Facts #419 - Display Panel & Inserter pickup fixes

Great changes, as always! But why is it called "Show in chart" and not "Show on map"?
by alefu
Fri Feb 09, 2024 1:10 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 122
Views: 31120

Re: Friday Facts #397 - Factoriopedia


You didn't mention locked / unlocked state at all.

I presume in search results, used by, alt recipes etc you see all recipes, it'd be nice if locked stuff was grey'd out and pushed to the end.

Also on locked items the tech to unlock is the most important thing. But on unlocked ones it's the ...
by alefu
Fri Jan 19, 2024 2:25 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 36734

Re: Friday Facts #394 - Assembler flipping and circuit control

I don't know if I miss something, but what signal will you send to an assembler to select the recipe? Especially with mods it is not possible to select the recipe just by specifying the output item, as there are often multiple recipes with the same product or recipes with multiple products. Will ...
by alefu
Fri Sep 23, 2022 4:12 pm
Forum: News
Topic: Friday Facts #370 - The journey to Nintendo Switch
Replies: 73
Views: 33127

Re: Friday Facts #370 - The journey to Nintendo Switch

I have a proposal: You take your time with finishing the expansion, but during that time you supply us with regular FFFs. Without spoilers, of course. Deal?
by alefu
Thu Jul 15, 2021 7:09 pm
Forum: Spread the Word
Topic: Steam Deck video
Replies: 2
Views: 4156

Steam Deck video

Congratulations on being featured as the game on the new Steam Deck handheld console!
https://www.steamdeck.com/de/hardware (scroll down to bottom)
by alefu
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: 2351

[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 ...
by alefu
Sat Jan 11, 2020 7:58 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 39927

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 ...
by alefu
Sat Oct 26, 2019 1:14 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 55424

Re: Friday Facts #318 - New Tooltips

Can we have item stack size in tool tips please?
by alefu
Fri Feb 01, 2019 6:01 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 105454

Re: Friday Facts #280 - Visual Feedback is the king

I had hoped for news on 0.17, but I think this was even better!
by alefu
Sun Dec 23, 2018 3:06 pm
Forum: Ideas and Suggestions
Topic: Manually create module requests on existing machines
Replies: 9
Views: 7074

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 ...
by alefu
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: 2626

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?
by alefu
Sat Jun 30, 2018 8:20 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 84412

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.
by alefu
Fri Jun 15, 2018 4:36 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 71692

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 ...
by alefu
Fri Jun 08, 2018 8:00 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 71692

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 ...
by alefu
Sat May 19, 2018 6:56 pm
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 69436

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.

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