Search found 55 matches
- 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...
- 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
Edit: Tested issue 2. The screens are still randomised when I restart
- 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...
- Sun Jan 10, 2021 5:33 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
Re: [1.1.8] Deconstruction planner incorrectly flags items on belt as if they're on the ground
Alright, never mind then
- 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...
- 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
- 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...
- 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....
- 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 ...
- 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 ...
- 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.
- 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...
- 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
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?prg wrote:Known, considered not a bug. viewtopic.php?f=23&t=22710
- 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...
- 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...
- Wed Mar 16, 2016 9:18 am
- Forum: Modding help
- Topic: Is there a way to check if a miner is depleted?
- Replies: 2
- Views: 1405
Re: Is there a way to check if a miner is depleted?
Perfect, thanks
- 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). ...
- 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
This release is going to be so good...bobingabout wrote:I am fairly sure that this is already in the works for the next major release (0.13.x series).
- 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.
- 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.
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.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.