Search found 29 matches
- Sun Dec 08, 2024 12:58 am
- Forum: Won't fix.
- Topic: [2.0.15] GUI elements shown off-screen in 4K when in space
- Replies: 15
- Views: 1861
Re: [2.0.15] GUI elements shown off-screen in 4K when in space
Or maybe add a tool tip delay that expands that section or scrolls it into view if you hover on an entity for an extended duration? Ideally, this would be a checkbox or a literal value and default it to 5000ms or something, people could shorten it if they'd like.
- Sat Nov 02, 2024 7:50 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
I launched the game and it was sitting on the main menu when it crashed.
- Sat Nov 02, 2024 7:35 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
Same as above.
- Sat Nov 02, 2024 7:33 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
Another one where I didn't make it to the main menu.
- Sat Nov 02, 2024 7:29 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
Another one.
- Sat Nov 02, 2024 7:24 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
Crashed again during launch.
- Sat Nov 02, 2024 7:22 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
Newest crash... I have a lot of these crashes so I cranked up the autosaves to 1 per minute, 60 total. It helps make it a bit more tolerable. I didn't get a dmp file with this one.
- Sat Nov 02, 2024 6:35 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
After making that post I tried to launch Factorio and it crashed again before getting to the main menu. Here's that crash.
- Sat Nov 02, 2024 6:34 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
Re: [1.1.109] Crash - Unknown cause
These are new ones I'm getting in space age. I get about 20 a day I'd say.
- Tue Jul 30, 2024 3:01 am
- Forum: 1 / 0 magic
- Topic: [1.1.109] Crash - Unknown cause
- Replies: 10
- Views: 751
[1.1.109] Crash - Unknown cause
I haven't nailed down what's causing this just yet. I've had the game crash on me three times in the last hour.
The first time I was just looking at part of my nuclear plant.
The next time it crashed when I was using a spidertron remote to add a 3rd point to the path of a single spidertron.
The ...
The first time I was just looking at part of my nuclear plant.
The next time it crashed when I was using a spidertron remote to add a 3rd point to the path of a single spidertron.
The ...
- Thu May 09, 2024 12:51 am
- Forum: News
- Topic: Friday Facts #409 - Diminishing beacons
- Replies: 180
- Views: 44596
Re: Friday Facts #409 - Diminishing beacons
I was driving my daughter (14) home from school and telling her about this FFF. After discussing it she started breaking out into song about beacons, beacons, beacons, a la Jack Black's Peaches from the Mario Movie: https://youtu.be/aW7bzd8uwyQ?t=57 It made my day, hopefully it makes someone else's ...
- Sat Jun 01, 2019 2:17 am
- Forum: Ideas and Suggestions
- Topic: Default Train waiting condition for the new temporary Station
- Replies: 26
- Views: 8608
Re: Default Train waiting condition for the new temporary Station
Came to suggest this. I'd love to be able to have a UI that mimics the train schedule and be able to set a normal group of conditions that would always apply by default. I like the combination of wait until:
* 30 seconds have passed
* Passenger present
This gives me time to exit the train and it ...
* 30 seconds have passed
* Passenger present
This gives me time to exit the train and it ...
- Wed May 01, 2019 3:31 am
- Forum: Ideas and Suggestions
- Topic: Show Logistic/Circuit conditions in tooltips.
- Replies: 11
- Views: 4130
Show Logistic/Circuit conditions in tooltips.
TL;DR
The tooltip below the minimap should display circuit or logistics conditions when you hover over a connected entity.
What ?
Seems like this information is readily available if you click the item (say an inserter) to pull up the properties. Why not save us a click and have it shown in the ...
The tooltip below the minimap should display circuit or logistics conditions when you hover over a connected entity.
What ?
Seems like this information is readily available if you click the item (say an inserter) to pull up the properties. Why not save us a click and have it shown in the ...
- Sun Mar 17, 2019 12:51 am
- Forum: Ideas and Suggestions
- Topic: Include Cliff's in Deconstructor Trees/stone only
- Replies: 2
- Views: 1459
Re: Include Cliff's in Deconstructor Trees/stone only
Came here to post this too.Pin-Lui wrote: Wed Mar 13, 2019 2:02 pmTL;DR
Include Cliffs into the Deconstructor Function Trees /stone only.
- Fri Sep 28, 2018 5:18 pm
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 20469
Re: 0.17 Unit & AI additions
I'm not a modder, please excuse my naivety. Would it be possible to use this new path finding for vehicles? Would "units" need to have a flag to allow them to be entered by forces? Could this open up the possibility for some gruesome creature spewing creatures?
- Tue Feb 27, 2018 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 7152
Re: Module Ghosts in Assembling machines.
read "New toolbar proposal"
I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me.
That's what I was thinking when I read impetus maximus's reply as well ...
I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me.
That's what I was thinking when I read impetus maximus's reply as well ...
- Sat Jan 27, 2018 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Manually create module requests on existing machines
- Replies: 9
- Views: 7152
Module Ghosts in Assembling machines.
TL;DR
We should be able to manually assign modules to assembly machines as ghosts without needing blueprints.
Placing ghosts of modules shouldn't be restricted to blueprints.
If we were able to [middle +, shift+, regular?] click on the module slot and select an appropriate module, (based on ...
We should be able to manually assign modules to assembly machines as ghosts without needing blueprints.
Placing ghosts of modules shouldn't be restricted to blueprints.
If we were able to [middle +, shift+, regular?] click on the module slot and select an appropriate module, (based on ...
- Fri Jan 05, 2018 11:03 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427906
Re: Friday Facts #224 - Bots versus belts
...if they are a good addition in terms of gamedesign, which they are most likely not.
They're a great feature, I wouldn't have made it past the demo if not for the lure of being able to try them out. The reason I say they're great is they open up the option for players to play alternative ways ...
They're a great feature, I wouldn't have made it past the demo if not for the lure of being able to try them out. The reason I say they're great is they open up the option for players to play alternative ways ...
- Fri Jan 05, 2018 10:39 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427906
Re: Friday Facts #224 - Bots versus belts
The big issue between bots and belts can be summed up in 3 words:
Throughput.
Throughput.
Throughput.
Bots can move the items. Belts can't. That alone is enough to put belts in the grave.
Bots win hands down when it comes to the difficulty of setting up high throughput networks. When a belt ...
Throughput.
Throughput.
Throughput.
Bots can move the items. Belts can't. That alone is enough to put belts in the grave.
Bots win hands down when it comes to the difficulty of setting up high throughput networks. When a belt ...
- Fri Jan 05, 2018 9:50 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427906
Re: Container belts
...but my favorite is a 'container belt' that carries small (maybe single-stack) containers that are either filterable and/or have an ID that can be read by inserters (similar to trains). That could help bridge the gap between belts (because they would be small and slow) and trains (it would allow ...