Search found 59 matches
- Sat Apr 29, 2023 11:42 pm
- Forum: Duplicates
- Topic: steamdeck any keyboard not inputting to text fields
- Replies: 0
- Views: 309
steamdeck any keyboard not inputting to text fields
When playing on steamdeck I currently don't seem to be able to enter any text using either the virtual keyboard or a physical Bluetooth keyboard. It seems the input from these devices is only going to the main play window. Playing 1.1.81, problem happens with or without mods installed. Text boxes th...
- Tue Feb 26, 2019 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17] update from 0.17 to 0.17.1 gives error
- Replies: 9
- Views: 4108
[0.17.0] Automatic updater crashes
It is offering me the 0.17.1 update, but crashes after a few seconds pause.
- Fri Jan 12, 2018 7:00 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 370707
Re: Friday Facts #225 - Bots versus belts (part 2)
I find belts to be tedious. I massively enjoyed building my "bot cell" system for my "megabase", solving the problems of moving items quickly enough to get to ~2k sci/min was quite the challenge. It was so much fun that every subsequent restart has seen me get bored of the fiddli...
- Thu Dec 14, 2017 6:37 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for 0.16
- Replies: 24
- Views: 15081
Re: RSO for 0.16
It looks like you don't work with the preview map button. There's no ores there at all.
Preview: Actual world:
Preview: Actual world:
- Sun May 28, 2017 3:14 am
- Forum: Pending
- Topic: [15.16] Crash after: "Could not resolve host: auth.factorio.com"
- Replies: 2
- Views: 1576
[15.16] Crash after: "Could not resolve host: auth.factorio.com"
Just received a crash to desktop, looks like it failed to lookup auth.factorio.com (temporary NS glitch?) and then crashed to desktop with a segfault.
Attached is the current log.
Attached is the current log.
- Fri May 26, 2017 3:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.14][Reproducable]Desync + Player Drop
- Replies: 3
- Views: 1628
Re: [15.14][Reproducable]Desync + Player Drop
I'm getting similar behaviour - it's desyncing on map download. Looks like there's something pretty badly borked, reviewing the desync report. Looks like the number of active entities is differing between client and server: (mp-save-1/level-heuristic-41890012) 00001830: 6964 3e3c 6163 7469 7665 2d65...
- Fri May 05, 2017 2:35 pm
- Forum: Not a bug
- Topic: [0.15.6] GUIs reset if you hover an external entity NOT BUG
- Replies: 2
- Views: 1181
[0.15.6] GUIs reset if you hover an external entity NOT BUG
If you have a GUI open and are trying to enter data, and accidentally hover an entity elsewhere on the screen, the GUI resets to the state it was when you opened it, which can be quite annoying, if you're doing something complex and bump the mouse, for example. It seems to mostly affect the circuit/...
- Sun Apr 30, 2017 2:45 pm
- Forum: Not a bug
- Topic: [0.15.3] Screenshot command won't take picture of map
- Replies: 4
- Views: 4220
[0.15.3] Screenshot command won't take picture of map
Tried using /screenshot to take a screenshot of the map rather than the gameworld, by opening the map, then opening the command line and using /screenshot. I get nice pictures of the gameworld, not the map.
- Tue Jul 26, 2016 8:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.11][Oxyd] CTD during autosave when disk full
- Replies: 3
- Views: 2513
[0.13.11][Oxyd] CTD during autosave when disk full
Hi, Just received a crash to desktop on 0.13.11. The game was autosaving, and I had switched window focus away from the game while it performed that. The game exited with a crash to desktop. I have an "_autosave5.tmp.zip" file in the saves directory, which is significantly smaller than the...
- Sat Jul 23, 2016 2:50 am
- Forum: Releases
- Topic: Version 0.13.10
- Replies: 56
- Views: 39797
Re: Version 0.13.10
Sadly, unplayable here because of viewtopic.php?f=30&t=29614 - seems to be a linux specific(?) CTD on any form of hand crafting. *sigh*
- Sat Jul 23, 2016 2:44 am
- Forum: Duplicates
- Topic: [0.13.10] CTD performing hand crafting
- Replies: 1
- Views: 847
[0.13.10] CTD performing hand crafting
Hi, just updated to 0.13.10, and the save game (attached) seems to be crashing to desktop, with the attached log file. It looks like something is going wrong during hand crafting. You simply need to craft the three steel furnaces that are available in inventory to reproduce the problem (just tested ...
- Fri Jul 22, 2016 2:42 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Revamp Mod.
- Replies: 41
- Views: 22246
Re: [0.13.x] Bob's Revamp Mod.
I hope the war changes are optional. Factorio is a game about factories, not some weird alien monster survival horror.
- Tue Jul 12, 2016 9:55 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310422
Re: [0.12.x][v0.12.10] Bob's Logistics mod
OK, that makes sense. I hope that the distinct parts do get a way to monitor the network.
- Tue Jul 12, 2016 8:00 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310422
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hi Bob, one of the things I had in my patch was a change so robochests could provide circuit signals. I thought it made useful sense to add it to something in the "separated robonetwork parts", otherwise you have to have a roboport in every network you want to read circuit conditions from....
- Sat Jul 09, 2016 8:28 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310422
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hi Bob, I've made a patch with a couple of fixes for the logistics mod. Specifically, it fixes the wire position for your roboports, and adds circuit information to the robochests, with reasonably OK wire positions. I hope you find it helpful. https://gist.github.com/cpw/b603aebec4d2a37a8436c444359f...
- Fri Jul 08, 2016 4:59 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310422
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hey Bob, just wanted to remind you to remove the charging points from the zone extenders. It seems the bug that necessitated them is definitely fixed in 0.13. The charge rate is really bad so if they get a bot on them, then you lose your zone extensions :( I removed them manually myself, and nothing...
- Tue Oct 13, 2015 7:06 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310422
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
Because God modules are totally balanced. Well, God modules are optional.... I have been debating if it's a good idea having them turned on by default actually. If I did add the express smart inserters, they'd be optional too. I think losing God modules from the base bobs setup would pretty much re...
- Tue Oct 13, 2015 12:23 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 310422
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
Any chance of getting some express smart inserters? ;) NO that'd be too OP :shock: Because God modules are totally balanced. Well, God modules are optional.... I have been debating if it's a good idea having them turned on by default actually. If I did add the express smart inserters, they'd be opt...
- Mon Sep 28, 2015 3:47 am
- Forum: Pending
- Topic: [0.12.8] CTD with multiplayer server and TFC train view
- Replies: 1
- Views: 5331
[0.12.8] CTD with multiplayer server and TFC train view
I encountered a crash to desktop when playing a multiplayer server, after logging out while in the "train" view of the fat controller. Upon login to the dedicated server, the client crashes to desktop: 0.000 2015-09-27 23:16:03; Factorio 0.12.8 (Build 16825, linux64) 0.000 Operating system...
- Sat Sep 26, 2015 3:31 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 91609
Re: [MOD 0.12.5+] ModuleInserter 0.0.91
Actually, I had applied a patch to bobs that marked anything ploppable as not allowed for productivity as well. It was in his modules thread.. Perhaps that patch wasn't properly applying for your mod?
I'll try the control lua later on today..
I'll try the control lua later on today..