Search found 128 matches

by SupplyDepoo
Fri Jul 19, 2019 3:59 am
Forum: Not a bug
Topic: [0.17.58] Infinity chests don't give contents when mined
Replies: 2
Views: 132

[0.17.58] Infinity chests don't give contents when mined

When you pick up an infinity chest the items inside just disappear. I would expect the contents to be inserted into my inventory before removal like with other chests.
by SupplyDepoo
Sat Jul 13, 2019 5:20 pm
Forum: Ideas and Suggestions
Topic: Don't block movement when D+Alt is pressed
Replies: 5
Views: 171

Re: Don't block movement when D+Alt is pressed

Alt+D and D+Alt are different, because they produce different results. If they were the same, I would expect to get a deconstruction planner when I press D and then Alt, but I don't. I just stop moving (and then the overlay is toggled when I release Alt).
by SupplyDepoo
Sat Jul 13, 2019 5:58 am
Forum: Resolved Problems and Bugs
Topic: [0.17.56] Unable to rotate/flip train in editor
Replies: 1
Views: 248

[0.17.56] Unable to rotate/flip train in editor

The shortcut [R] to rotate/flip entities doesn't work on trains within the editor, even when the simulation is not paused.
by SupplyDepoo
Sat Jul 13, 2019 5:39 am
Forum: Gameplay Help
Topic: Spontaneous Rerouting Inside Chain-Signalled Blocks
Replies: 1
Views: 197

Spontaneous Rerouting Inside Chain-Signalled Blocks

In the changelog for version 0.17.38 it said: This also allowed us to to let train recalculate path spontaneously even in chain signal sequence, as it shouldn't break anything now. By 'spontaneously' I assume they mean according to the rerouting rules described here: https://wiki.factorio.com/Railwa...
by SupplyDepoo
Sat Jul 13, 2019 3:23 am
Forum: Ideas and Suggestions
Topic: Don't block movement when D+Alt is pressed
Replies: 5
Views: 171

Don't block movement when D+Alt is pressed

Alt+D is the shortcut to get a new deconstruction planner, but when running east and you press Alt to toggle the overlay it stops you until you release the Alt key. Not a major issue, but it's noticeable and slightly jarring. Please make D+Alt toggle the overlay seamlessly like before.
by SupplyDepoo
Thu Jul 11, 2019 1:00 am
Forum: Not a bug
Topic: [Rseding91] [0.17.55] Cannot open/edit player 1 inventory in editor
Replies: 1
Views: 126

[Rseding91] [0.17.55] Cannot open/edit player 1 inventory in editor

It's not possible to open or modify the inventory of player 1 in the editor.

This works:

Code: Select all

/open <name_of_player_2>
This just shows a recipe browser or the editor inventory (depending on the active tab like 'None' or 'Tiles'):

Code: Select all

/open <name_of_player_1>
by SupplyDepoo
Thu Jul 11, 2019 12:53 am
Forum: Implemented Suggestions
Topic: [Editor] Tile Brush Pipette Mode
Replies: 3
Views: 167

Re: [Editor] Tile Brush Pipette Mode

I didn't realize that, thank you!
by SupplyDepoo
Thu Jul 11, 2019 12:52 am
Forum: Ideas and Suggestions
Topic: [Editor] Unresearching Infinite Tech Levels
Replies: 0
Views: 82

[Editor] Unresearching Infinite Tech Levels

Please add the ability to un-research infinite technology levels in the editor.
by SupplyDepoo
Thu Jul 11, 2019 12:51 am
Forum: Ideas and Suggestions
Topic: [Editor] Ability To Move Entities
Replies: 1
Views: 107

[Editor] Ability To Move Entities

Add keyboard shortcuts, such as IJKL, to nudge the selected entity by one tile in a cardinal direction.

Unlike cloning or cut & paste, this will preserve circuit connections, etc if permitted. If the result would be invalid (such as wire distance too long), you get an error beep.
by SupplyDepoo
Thu Jul 11, 2019 12:43 am
Forum: Implemented Suggestions
Topic: [Editor] Tile Brush Pipette Mode
Replies: 3
Views: 167

[Editor] Tile Brush Pipette Mode

Add a checkbox labeled "Pipette Mode" to the Tile tab of the editor, which when enabled will auto-select the tile type at the location of the cursor when you click with the paint brush. This will enable more rapid blending of different tile types within a biome (desert/grass/etc) to create more orga...
by SupplyDepoo
Wed Mar 13, 2019 11:18 pm
Forum: Not a bug
Topic: [kovarex] [0.17.11] Waypoint bug causing bidirectional trains to get stuck
Replies: 1
Views: 135

[kovarex] [0.17.11] Waypoint bug causing bidirectional trains to get stuck

I have a simple setup: one ore drop-off terminal, and a holding slot for a second train. There are two paths to the drop-off station, one direct and one through the queue which crosses the main line. The rest of the rail network is single-track, and I noticed that the second train would wait at the ...
by SupplyDepoo
Mon Mar 11, 2019 3:13 pm
Forum: Ideas and Suggestions
Topic: Copying settings from ghost entities
Replies: 2
Views: 125

Copying settings from ghost entities

It would be nice to be able to copy recipes with Shift+RMB from ghost entities.
2019-03-11 20_32_27.gif
2019-03-11 20_32_27.gif (1.01 MiB) Viewed 114 times
by SupplyDepoo
Mon Mar 11, 2019 12:24 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
Replies: 6
Views: 780

[wheybags] [0.17.9] Rich text tags can't be deleted

If I enter rich text tags like [img=item/assembling-machine-2] AP [font=default-small]1.5/s for my blueprint name and later edit it and delete some tags, the tags don't go completely away. They're appended to whatever I change the name to. You can see this by selecting all, copying and pasting in a ...
by SupplyDepoo
Mon Mar 04, 2019 2:30 pm
Forum: Technical Help
Topic: [SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat
Replies: 2
Views: 174

Re: [SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat

Ok, thanks for the confirmation. I'm getting a new PC soon.
by SupplyDepoo
Mon Mar 04, 2019 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.3] game fails to start (macOS Sierra)
Replies: 48
Views: 2436

Re: [0.17.3] game fails to start (macOS Sierra)

I've been looking into hackintosh and I read that Clover can completely brick your mac if you attempt to boot with it. Be careful.
by SupplyDepoo
Fri Mar 01, 2019 10:48 pm
Forum: Technical Help
Topic: [SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat
Replies: 2
Views: 174

[SOLVED][0.17.4] Crash after loading screen: Symbol not found: _fchmodat

So after you (inadvertently?) fixed the __ZTISt18bad_variant_access error that seemed to affect any MacOS version of 10.12 and older, I'm now getting a crash at the end of the loading screen with an error type that I recognized as being the same as what happened after some attempts at fixing the Mac...
by SupplyDepoo
Fri Mar 01, 2019 10:34 pm
Forum: Technical Help
Topic: [SOLVED 0.17.4] [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
Replies: 6
Views: 290

Re: [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access

Wow, you're right. I can launch the game now. But I get a crash at the end of the loading screen – I made a new thread for it.
by SupplyDepoo
Thu Feb 28, 2019 11:24 pm
Forum: Technical Help
Topic: [SOLVED 0.17.4] [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access
Replies: 6
Views: 290

Re: [0.17] Dyld Error Message: Symbol not found: _typeinfo for std::bad_variant_access

I won't install anymore updates on this computer, but luckily I'm getting a new computer in a couple weeks. It'd be cool if I could play 0.17 before then, and based on that StackOverflow answer it sounds like this specific error could be fixed, but I suspect there are many more errors lying in wait ...
by SupplyDepoo
Thu Feb 28, 2019 4:20 pm
Forum: Releases
Topic: Version 0.17.0
Replies: 162
Views: 172253

Re: Version 0.17.0

Ranakastrasz wrote:
Thu Feb 28, 2019 3:39 pm
Has anybody EVER found it useful to be able to detach/attach rolling stocks? I always just assembled the train on the line as needed.
I use it all the time to steal locomotives, to extend supply trains, or to merge forgotten über trains in multiplayer.

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