Search found 55 matches

by Nicksaurus
Sat Nov 02, 2024 1:04 pm
Forum: Duplicates
Topic: [2.0.14] If you click a pylon ghost, you then can't click it to open the electric network window once it's built
Replies: 1
Views: 60

[2.0.14] If you click a pylon ghost, you then can't click it to open the electric network window once it's built

What did you do? 1. Place pylon ghost 2. Click pylon ghost 3. Wait for pylon to be built by a bot 4. Click pylon again What happened? Nothing happens when you click the built pylon What did you expect to happen instead? The electric network menu should open Does it happen always, once, or sometimes...
by Nicksaurus
Thu Oct 31, 2024 3:18 pm
Forum: Bug Reports
Topic: [2.0.13] Preferred screen setting is inconsistent on KDE + Wayland
Replies: 2
Views: 136

Re: [2.0.12] Preferred screen setting is inconsistent on KDE + Wayland

OK, after the patch, issue 1 is fixed, issue 3 is still there, and I haven't had a chance to test issue 2 yet

Edit: Tested issue 2. The screens are still randomised when I restart
by Nicksaurus
Tue Oct 29, 2024 2:52 pm
Forum: Bug Reports
Topic: [2.0.13] Preferred screen setting is inconsistent on KDE + Wayland
Replies: 2
Views: 136

[2.0.13] Preferred screen setting is inconsistent on KDE + Wayland

These are the issues I've observed, I'm not sure if they're separate bugs or not: 1. Changing the preferred screen setting and clicking confirm sometimes immediately moves to the new screen and sometimes doesn't 2. The meaning of the items in the preferred screen list seem to randomise after the mac...
by Nicksaurus
Sun Jan 10, 2021 2:41 pm
Forum: Not a bug
Topic: [1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground
Replies: 2
Views: 1214

[1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground

When I use a deconstruction planner set to only flag items on the ground, the items in the yellow box in this image (Right next to my character in the attached save file) are flagged even though they're on a belt https://i.imgur.com/ui8RH7z.jpg Here's what happened to these tiles: 1. Biters destroye...
by Nicksaurus
Thu Jan 23, 2020 9:52 pm
Forum: Not a bug
Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
Replies: 6
Views: 2458

Re: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages

Impatient wrote: ↑Thu Jan 23, 2020 9:46 pm The files are missing.
Weird. They're back now, thanks for pointing it out
by Nicksaurus
Thu Jan 23, 2020 8:06 pm
Forum: Not a bug
Topic: [0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages
Replies: 6
Views: 2458

[0.18.0] Server sometimes adds 'player joined the game' logs to RCON messages

I've set up a headless server and a client on my PC for testing communication with mods via RCON messages, and sometimes if I send an RCON request to the server from an external program at the same time as logging in with the client, I get a response that includes the '[player] joined the game' comm...
by Nicksaurus
Sat Jan 11, 2020 9:48 pm
Forum: Not a bug
Topic: [0.17.79] RCON message IDs won't go over 255
Replies: 4
Views: 1568

Re: [0.17.79] RCON message IDs won't go over 255

Actually ignore what I said. It seems everything was correct and the issue is most likely on your end. I've had 2 other people test and they can encode and send message IDs over 255 without issue so what ever is going wrong is on your end with how you're encoding or decoding them. Ah, you're right....
by Nicksaurus
Sat Jan 11, 2020 7:09 pm
Forum: Not a bug
Topic: [0.17.79] RCON message IDs won't go over 255
Replies: 4
Views: 1568

[0.17.79] RCON message IDs won't go over 255

If you send an RCON message to a factorio server with a message ID higher than 255, the ID you get in the response will be [your ID] % 256. Here's some example output from my program: RCON error.png You can see at the bottom that I'm sending a message with an ID of 256 and receiving a response with ...
by Nicksaurus
Thu May 11, 2017 11:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.15] [Hanziq] Rail signal remains red when there is no train in the block (MR)
Replies: 13
Views: 8097

[15.10] Signal still believes block is occupied after rail deletion

I just removed a junction from my unloading area and realised that my trains had become stuck because this train is stopped at a signal that's red despite there clearly being no train in the associated block: http://i.imgur.com/pv4mx0r.jpg . Removing and replacing the signal fixes the problem. I've ...
by Nicksaurus
Sat May 06, 2017 7:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.8] Construction bots getting stuck repairing themselfs (MotherReport)
Replies: 10
Views: 5517

Re: [0.15.8] Construction bots getting stuck repairing themselfs (MotherReport)

I came to the bug forum to report this exact issue, so I thought I'd upload my save as well in case that helps.
by Nicksaurus
Sun Apr 03, 2016 12:48 pm
Forum: Not a bug
Topic: Show every construction job in the alerts panel
Replies: 6
Views: 2645

Re: Show every construction job in the alerts panel

Known, considered not a bug. https://forums.factorio.com/viewtopic.php?f=23&t=22710 Ah right. Is there no way this could be improved to be a bit more intuitive then? Or if there's a more detailed logistics job screen planned is there a thread for that? There's a logistics screen planned at some...
by Nicksaurus
Fri Apr 01, 2016 2:42 pm
Forum: Not a bug
Topic: Show every construction job in the alerts panel
Replies: 6
Views: 2645

Re: Show every construction job in the alerts panel

prg wrote:Known, considered not a bug. viewtopic.php?f=23&t=22710
Ah right. Is there no way this could be improved to be a bit more intuitive then? Or if there's a more detailed logistics job screen planned is there a thread for that?
by Nicksaurus
Wed Mar 30, 2016 7:04 pm
Forum: Ideas and Suggestions
Topic: Add "Delivery" indicator to character logistics pane
Replies: 7
Views: 2727

Re: Add "Delivery" indicator to character logistics pane

Some speed of robots , distance between storage and you, amount of materials divided by number of robots... something like that you'll need to account for charging That immediately makes things much more complicated If they ever improve the robot pathfinding so robots will include charging into the...
by Nicksaurus
Wed Mar 30, 2016 6:54 pm
Forum: Not a bug
Topic: Show every construction job in the alerts panel
Replies: 6
Views: 2645

Show every construction job in the alerts panel

I have about 100,000 robot (de)construction jobs scheduled in my factory. Since I only have 6000 construction bots, there should be 10's of thousands of alerts warning me about jobs missing bots, but there are never more than around 600. I can even look at the map and watch the 600-ish alerts move a...
by Nicksaurus
Wed Mar 16, 2016 2:34 am
Forum: Modding help
Topic: Is there a way to check if a miner is depleted?
Replies: 2
Views: 1405

Is there a way to check if a miner is depleted?

I'm trying to make it so that my miners will automatically get marked for deconstruction when they run out of resources but I can't find a way to actually check if they're depleted (without searching their mining areas for minable resources, which is more effort than I'm prepared to put into this). ...
by Nicksaurus
Thu Mar 10, 2016 11:29 am
Forum: Ideas and Suggestions
Topic: Assembly Machines should emit combinator values
Replies: 8
Views: 4346

Re: Assembly Machines should emit combinator values

bobingabout wrote:I am fairly sure that this is already in the works for the next major release (0.13.x series).
This release is going to be so good...
by Nicksaurus
Sun Mar 06, 2016 6:07 pm
Forum: Modding help
Topic: Editing enemy AI
Replies: 1
Views: 1190

Editing enemy AI

Is there any way to make small changes to the way the enemies path towards the player/pollution-producing buildings or is it all hardcoded in the C++? I just want to make a simple mod that adds a higher pathing cost to areas where lots of biters have died in the past.
by Nicksaurus
Mon Sep 21, 2015 8:57 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 341708

Re: Foreman 0.1.9 - A factory optimisation tool.

oLaudix wrote:Anyone has problems with newest version w Yuoki mod? Foreman doesnt seem to recognise it. It works when i switch to older version.
What's missing? It's loading some items for me, but I don't know enough about the mod to tell what's not worked.

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