Search found 286 matches
- Fri Jun 09, 2017 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.19] Crash during train placement
- Replies: 3
- Views: 2413
[Rseding91] [0.15.19] Crash during train placement
The game sometimes crashes when I'm placing trains - I think it has to do with the new snapping feature near train stops. But I can't reproduce it consistently. Not sure if it has something to do with the rail setup. I copied and pasted a test setup from my normal freeplay map (where I first noticed...
- Fri Jun 09, 2017 10:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work
- Replies: 7
- Views: 3908
Re: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work
Not to my knowledge SD. If you have it normal mode, it ignores tiles unless there is NOTHING but tiles being selected. In always it always grabs tiles when you deconstruct an area. Unless I'm misunderstanding your testing bias anyways. You're right, if there are no filters then it works like before...
- Thu Jun 08, 2017 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work
- Replies: 7
- Views: 3908
Re: [Rseding91] [0.15.18] Ghost tile deconstruction filter does not work
It seems 'Normal' and 'Always' now have exactly identical behavior in every possible scenario. Maybe remove one of them to avoid confusion?
- Sun Jun 04, 2017 5:29 am
- Forum: Not a bug
- Topic: [0.15.3] Screenshot command won't take picture of map
- Replies: 4
- Views: 4318
Re: [0.15.3] Screenshot command won't take picture of map
I agree it should be able to capture the map view. Thought this was a bug.
- Sun May 28, 2017 2:00 am
- Forum: Ideas and Suggestions
- Topic: Raw resources in sandbox mode + cheat mode
- Replies: 3
- Views: 4138
Raw resources in sandbox mode + cheat mode
It would be convenient to be able to grab raw resources (iron ore, coal, stone, etc) from the crafting menu when in sandbox mode with cheat mode enabled. I imagine it would be found in a separate tab.
- Thu May 25, 2017 6:06 am
- Forum: Implemented Suggestions
- Topic: Dropping items on belt sides only
- Replies: 8
- Views: 7481
Dropping items on belt sides only
I'm suggesting changing the item dropping back to how it was in 0.14, when dropping items on a transport belt didn't overflow onto the ground and other belt lanes when there wasn't enough space. I know it's a very minor issue but it does make setting up certain tests a little annoying, and I don't s...
- Wed May 24, 2017 8:25 pm
- Forum: Duplicates
- Topic: [0.15.13] No reach limit on disconnecting electric poles
- Replies: 1
- Views: 613
[0.15.13] No reach limit on disconnecting electric poles
I'd classify this as a bug because you can't dis-/connect individual copper cables or circuit network wires without being near the electric pole, and in general it's configuring an entity which normally isn't possible via the map. What I expected to happen: Shift+LMB on an electric pole beyond my re...
- Wed May 24, 2017 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Pasting while dragging shouldn't disconnect electric poles
- Replies: 0
- Views: 512
Pasting while dragging shouldn't disconnect electric poles
When you hold shift+LMB and drag to copy & paste e.g. combinator settings to a bunch of combinators, it shouldn't remove copper cables from electric poles that you drag over.
- Tue May 23, 2017 9:21 pm
- Forum: Duplicates
- Topic: [0.15.13] Desync into crash (mac)
- Replies: 1
- Views: 966
[0.15.13] Desync into crash (mac)
I was placing down a steel chest and pressing Q when the game desync'ed. After reconnecting and catching up (where I could already see the game world instead of the usual black screen) it froze and gave me an "unexpected error" message. This is my first desync in >100 hours of playing on d...
- Tue May 23, 2017 12:49 am
- Forum: Not a bug
- Topic: [0.15.12] Able to join servers that are at the player limit
- Replies: 2
- Views: 933
Re: [0.15.12] Able to join servers that are at the player limit
I see. It still seems like something that should be addressed somehow since it makes the player count/limit an unreliable indicator of whether you can join a server or not (as a non-admin, non-returning player). And trial and error isn't (currently) a good solution because if you can't join, it kick...
- Mon May 22, 2017 10:44 pm
- Forum: Not a bug
- Topic: [0.15.12] Able to join servers that are at the player limit
- Replies: 2
- Views: 933
[0.15.12] Able to join servers that are at the player limit
It's possible to join servers that are exactly at the player limit (e.g. "2/2"), regardless of the "ignore when returning" setting (it works with servers I've never joined before). Seems like an off-by-one error or a wrong comparison operator.
- Fri May 19, 2017 1:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.15.11] Error when loading campaign save from 0.14.21
- Replies: 2
- Views: 2153
Re: [Klonan] [0.15.11] Error when loading campaign save from 0.14.21
Thank you, Klonan! <3
Have a great day!
Have a great day!
- Wed May 17, 2017 4:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.15.11] Error when loading campaign save from 0.14.21
- Replies: 2
- Views: 2153
[Klonan] [0.15.11] Error when loading campaign save from 0.14.21
I get this error when I load my campaign save (New hope/level-02) from 0.14.21: Error while running event level::on_selected_entity_changed (ID 52) ...tion Support/factorio/temp/currently-playing/control.lua:8: attempt to index field 'goal_info_frame' (a nil value) It happens after I click 'close' o...
- Sun May 14, 2017 1:28 pm
- Forum: Ideas and Suggestions
- Topic: Train stops should show up on the map
- Replies: 2
- Views: 822
Re: Train stops should show up on the map
I'm not talking about the huge dot/circle. I'm talking about the train stop entity having no minimap color unlike every other entity.
- Sun May 14, 2017 12:31 am
- Forum: Ideas and Suggestions
- Topic: Train stops should show up on the map
- Replies: 2
- Views: 822
Train stops should show up on the map
Not sure if this should be a bug report, but train stops in 0.15 don't show up on the map if you disable the "train stop names" option. I think they should have a 2x2 blue pixel like other player-made entities.
- Sat May 13, 2017 1:36 am
- Forum: General discussion
- Topic: [0.15 experimental] Were my oil patches converted properly?
- Replies: 3
- Views: 1496
Re: [0.15 experimental] Were my oil patches converted properly?
I just wanted to say for the record that I've tapped new oil wells that were generated before 0.15 and they're staying at 2/s. So it seems that only oil wells that were already below 2/s before 0.15 weren't changed correctly.
- Thu May 11, 2017 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.10] Copying chest slot limit does not work between all types
- Replies: 1
- Views: 1838
[15.10] Copying chest slot limit does not work between all types
I'm 99% sure this is a bug. If not, it's a feature request. It should be possible to copy & paste the chest slot limit from a steel chest to a storage chest and vice versa. Right now you can only paste among logistic chests and among non-logistic chests. Pasting from iron chests to steel chests ...
- Tue May 09, 2017 5:39 pm
- Forum: Duplicates
- Topic: [0.15.9] Technology tree not centered on completed research
- Replies: 1
- Views: 729
[0.15.9] Technology tree not centered on completed research
The technology window doesn't scroll to the active or completed research when you open it anymore.
- Tue May 09, 2017 12:16 am
- Forum: Ideas and Suggestions
- Topic: No way to place underground belt outputs facing apart
- Replies: 17
- Views: 5143
Re: No way to place underground belt outputs facing apart
I'm against the idea of being able to achieve certain things with blueprints only and not manually. It would just make it a tedious process to work around the fact that underground belts weren't designed for this purpose, and it isn't what blueprints are meant for. You're asking for yet another hack...
- Mon May 08, 2017 10:23 pm
- Forum: Ideas and Suggestions
- Topic: No way to place underground belt outputs facing apart
- Replies: 17
- Views: 5143
Re: No way to place underground belt outputs facing apart
It's not a bug. It's no more a bug than the glitch you're exploiting which is the only reason you noticed this behavior. It's only a bug if you think underground belt lane splitting isn't a bug (and yes, it is a bug, even if it's been grandfathered by the developers). The current behavior is perfect...