Search found 42 matches
- Sun May 24, 2020 4:38 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.27] Minor UI issue: Buttons in Mods menu are enabled but do nothing when no mod is selected
- Replies: 1
- Views: 2265
[0.18.27] Minor UI issue: Buttons in Mods menu are enabled but do nothing when no mod is selected
In the Manage tab of the Mods menu, there are two buttons above the area where the mod description appears: Changelog and a delete button. The buttons are enabled when there isn't a mod selected, but they don't do anything.
- Sun May 24, 2020 4:35 am
- Forum: Ideas and Suggestions
- Topic: Make the mod changelog window default to changes since the installed version when opened from "Updates" tab
- Replies: 2
- Views: 1399
Make the mod changelog window default to changes since the installed version when opened from "Updates" tab
The way the changelogs for the game itself are shown, with the changenotes from every version since the one you just upgraded from shown in order, is very convenient. I usually view the changelogs for mods before I update them, so I'm aware if my factory is about to break, and it's much less ...
- Fri May 22, 2020 10:40 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 67035
Re: Friday Facts #348 - The final GUI update
The new icons look amazing, particularly the way you adapted roboports, laser turrets, etc. into their portable versions.
However, I think the engine icon is one of the "problematic cases" you were asking about. It doesn't look at all like an engine, which could still be ok, except that it does ...
However, I think the engine icon is one of the "problematic cases" you were asking about. It doesn't look at all like an engine, which could still be ok, except that it does ...
- Sat Nov 30, 2019 7:54 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 243000
Re: pY Petroleum Handling
py Petroleum's changelog isn't recognized by the game because the file has tabs instead of spaces. The file format is very restrictive, see this post.
- Fri Oct 18, 2019 2:48 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 39229
Re: Friday Facts #317 - New pathfinding algorithm
The pathfinding improvements are super interesting!
Will mods be able to query the heuristic value between two arbitrary points? If not, would that be likely to be added if someone requests it?
Will mods be able to query the heuristic value between two arbitrary points? If not, would that be likely to be added if someone requests it?
- Fri Oct 11, 2019 4:35 am
- Forum: Not a bug
- Topic: [0.17.69] Multiple crashes/errors while saving and loading a game
- Replies: 2
- Views: 1695
Re: [0.17.69] Multiple crashes/errors while saving and loading a game
......oh
I do indeed have some bad RAM. I never even thought to check that. It explains some other issues that I assumed was just linux being linux.
Thanks for your debugging help, and I'm sorry it wasn't actually Factorio-related.
I do indeed have some bad RAM. I never even thought to check that. It explains some other issues that I assumed was just linux being linux.
Thanks for your debugging help, and I'm sorry it wasn't actually Factorio-related.
- Tue Oct 08, 2019 1:27 am
- Forum: Not a bug
- Topic: [0.17.69] Multiple crashes/errors while saving and loading a game
- Replies: 2
- Views: 1695
[0.17.69] Multiple crashes/errors while saving and loading a game
I just had a whole bunch of errors and crashes, most of which happened while I was trying to reproduce the first. I assume at least some of them are related (I doubt I just happened to encounter 4 bugs at once) so I'm putting them in the same report.
Running Factorio 0.17.69 on Ubuntu 18.04.1, and ...
Running Factorio 0.17.69 on Ubuntu 18.04.1, and ...
- Thu Mar 14, 2019 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.11] Crash loading game after disabling Construction Drones mod
- Replies: 2
- Views: 1258
[kovarex] [0.17.11] Crash loading game after disabling Construction Drones mod
I have a save with a small number of mods, including the Construction Drones mod (by Klonan). When I try to load the game with that mod disabled, I get a crash every time. The save, mods folder, and two logs from two seemingly-identical crashes are attached.
In case it's relevant: MacOS 10.14.3 ...
In case it's relevant: MacOS 10.14.3 ...
- Tue Mar 05, 2019 2:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.5] Search in technology screen is reset when selecting a research
- Replies: 1
- Views: 2050
[Oxyd] [0.17.5] Search in technology screen is reset when selecting a research
Steps to reproduce:
In the research screen, search for something, e.g. "mining"
Click a technology, then click "Start Research"
List of technologies is reset to showing everything, although the search box is not cleared.
Expected behavior: The search filter is still applied until I change ...
In the research screen, search for something, e.g. "mining"
Click a technology, then click "Start Research"
List of technologies is reset to showing everything, although the search box is not cleared.
Expected behavior: The search filter is still applied until I change ...
- Sat Mar 02, 2019 5:40 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Crash with specific save: "Unit number cannot be zero when comparing entities"
- Replies: 1
- Views: 1198
[0.17.4] Crash with specific save: "Unit number cannot be zero when comparing entities"
This crash has happened somewhere around 6 times within a few hours. I haven't been able to identify anything that causes it. At the time of the most recent crash I was driving a train while robots were on their way back from placing rail, but it happens when bots and rail aren't involved too. Three ...
- Fri Mar 01, 2019 9:08 am
- Forum: Minor issues
- Topic: [0.17.3] Placing ghost pipe under a tree does not mark tree for deconstruction
- Replies: 3
- Views: 1481
Re: [0.17.3] Placing ghost pipe under a tree does not mark tree for deconstruction
Thanks for the explanation. I can see how that wouldn't be worth fixing.
Perhaps one day pipe ghosts will connect, and that will fix this issue.
Perhaps one day pipe ghosts will connect, and that will fix this issue.
- Fri Mar 01, 2019 6:26 am
- Forum: Minor issues
- Topic: [0.17.3] Placing ghost pipe under a tree does not mark tree for deconstruction
- Replies: 3
- Views: 1481
[0.17.3] Placing ghost pipe under a tree does not mark tree for deconstruction
I've only seen this issue in one specific case. The save is attached.
Steps to reproduce:
Load the attached save
Try to place a pipe at the output of the pumpjack next to the character. It fails (correctly) with the reason "Tree is in the way"
Place a ghost pipe in the same location. Ghost ...
Steps to reproduce:
Load the attached save
Try to place a pipe at the output of the pumpjack next to the character. It fails (correctly) with the reason "Tree is in the way"
Place a ghost pipe in the same location. Ghost ...
- Wed Feb 27, 2019 7:23 am
- Forum: Duplicates
- Topic: [0.17.1][MacOS] Command key not recognized when remapped at the OS level
- Replies: 1
- Views: 800
[0.17.1][MacOS] Command key not recognized when remapped at the OS level
I use a windows-layout keyboard on a Mac, and use the MacOS modifier key remapping to swap the windows key (recognized as command key on mac) and alt key (recognized as option key on mac). The remapping settings are in System Preferences -> Keyboard -> Keyboard section -> Modifier Keys…
Option ...
Option ...
- Tue Feb 26, 2019 11:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Map preview incorrect when editing ribbon world height
- Replies: 0
- Views: 706
[0.17.1] Map preview incorrect when editing ribbon world height
Steps to reproduce:
Go to Start New Game screen
Show preview
Select ribbon world preset
Under "Advanced", change map height to 80
Preview refreshes. The 80 tiles worth of land is rendered correctly. Below it is a black bar of void (as expected), but below that you can still see the land from ...
Go to Start New Game screen
Show preview
Select ribbon world preset
Under "Advanced", change map height to 80
Preview refreshes. The 80 tiles worth of land is rendered correctly. Below it is a black bar of void (as expected), but below that you can still see the land from ...
- Wed Feb 06, 2019 5:46 am
- Forum: Implemented mod requests
- Topic: A function on Player objects to open the map view at a given position
- Replies: 2
- Views: 1469
Re: A function on Player objects to open the map view at a given position
Thanks!
Btw, I'm a big fan of the script rendering API. Thanks for that too!
Btw, I'm a big fan of the script rendering API. Thanks for that too!
- Sun Jan 27, 2019 12:09 am
- Forum: Implemented mod requests
- Topic: A function on Player objects to open the map view at a given position
- Replies: 2
- Views: 1469
A function on Player objects to open the map view at a given position
I have a few ideas that would benefit from a way to open the map view for a specific player at a specific location. Suggested API:
player.open_map(location, scale)
Location is the coordinates of the position that will be centered in map view
Scale is an optional parameter for the map scale, with ...
player.open_map(location, scale)
Location is the coordinates of the position that will be centered in map view
Scale is an optional parameter for the map scale, with ...
- Fri Dec 21, 2018 5:27 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 86306
Re: Friday Facts #274 - New fluid system 2
Once an empty fluid system (connected network of fluidboxes - pipes, crafting machines etc.) touches either a fluid or a fluid filter, the system is locked onto that fluid. It is then not possible to connect it to another system with a different fluid. There are quite a few actions which can ...
- Fri Sep 28, 2018 8:20 pm
- Forum: Modding discussion
- Topic: 0.17 Unit & AI additions
- Replies: 36
- Views: 20935
Re: 0.17 Unit & AI additions
I’m aware this might be difficult, depending on pathfinder implementation, but I’d love to be able to get paths that obey the constraints of vehicles — specifically the limited turning radius.
- Fri Aug 31, 2018 4:36 pm
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 73274
Re: Friday Facts #258 - New autoplace
Chiming in on the water placement issue — in every single map I’ve played in 0.16, water frequency increases with distance from spawn until pretty soon, landfilling huge lakes is the only option. It completely eliminates water as a constraint to building, because there’s just not enough space. It ...
- Tue Jul 31, 2018 4:40 am
- Forum: Pending
- Topic: [0.16.51] Game crashes if you press Enter near too many cars
- Replies: 3
- Views: 2010
Re: [0.16.51] Game crashes if you press Enter near too many cars
I attached a simplified version of the mod and a save game with too many cars (spawned by command). When I load this save and hit enter, I get the crash whose log is also in that zip file.