Search found 778 matches
- Mon Nov 18, 2024 10:33 pm
- Forum: Duplicates
- Topic: [2.0.20] Logistic request section shared between landing pad and space platform - Planet choice resets
- Replies: 2
- Views: 124
[2.0.20] Logistic request section shared between landing pad and space platform - Planet choice resets
I have a logistic request section shared between a landing pad and a space platform. I set a request from either the landing pad or the platform and it sets the import planet to the default for the item. On the space platform, I set the import planet to a different planet. (See first two images.) Th...
- Thu Nov 14, 2024 11:18 pm
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 8825
Re: Version 2.0.18
Would be nice to extend this same treatment to fluid storage tanks.[space-age] Container sizes increase with quality.
- Tue Nov 05, 2024 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Show Fulgora Lightning Rod coverage in map view
- Replies: 15
- Views: 917
Re: Show Fulgora Lightning Rod coverage in map view
+1
Also, I'd like to see all lightning rod coverage in the minimap while holding one on the cursor, similar to the radar coverage.
Also, I'd like to see all lightning rod coverage in the minimap while holding one on the cursor, similar to the radar coverage.
- Mon Nov 04, 2024 4:57 pm
- Forum: Pending
- Topic: [2.0.14] Crash saving "trying to save a targeter which points to a targetable that was not saved"
- Replies: 2
- Views: 171
Re: [2.0.14] Crash saving "trying to save a targeter which points to a targetable that was not saved"
Ok, that does confirm my guess of it having to do with the WideChests mod blueprint rotation feature. I had taken a blueprint named 'Quarter green circuits" (it's in inventory in the autosave), rotated it once with the vanilla rotation. This rotated it by 180 degrees because of the merged chest...
- Sun Nov 03, 2024 11:57 pm
- Forum: Duplicates
- Topic: [2.0.14] Upgrading a loader resets the whitelist/blacklist choice
- Replies: 1
- Views: 96
[2.0.14] Upgrading a loader resets the whitelist/blacklist choice
When using the loader entity with a filter, when I upgrade the (yellow) Loader to a Fast loader, the filtered items list gets retained, but the whitelist/blacklist choice resets to neutral, effectively disabling the filter. Steps to reproduce: 1. Place loader, select an item in the filter: 11-04-202...
- Sun Nov 03, 2024 11:28 pm
- Forum: Pending
- Topic: [2.0.14] Crash saving "trying to save a targeter which points to a targetable that was not saved"
- Replies: 2
- Views: 171
[2.0.14] Crash saving "trying to save a targeter which points to a targetable that was not saved"
The game just crashed on me during a (manual) save. Best guess, this was related to the WideChests mod, which has a blueprint rotate hotkey that doesn't handle 2.0 rails properly (my comment in https://github.com/Atria1234/WideChests/issues/17). However, when I loaded the autosave and attempted to r...
- Thu Oct 24, 2024 4:46 pm
- Forum: Resolved Requests
- Topic: [2.0.10][api docs] Documentation links to nonexistent anchor
- Replies: 1
- Views: 131
[2.0.10][api docs] Documentation links to nonexistent anchor
The documentation at https://lua-api.factorio.com/latest/classes/LuaItemPrototype.html links to the anchor https://lua-api.factorio.com/latest/classes/LuaGameScript.html#item_prototypes, which doesn't appear to exist anymore. (should probably be https://lua-api.factorio.com/latest/classes/LuaPrototy...
- Wed Oct 23, 2024 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.5] technology tooltip UI unaware of true size of displayed text
- Replies: 3
- Views: 964
Re: [2.0.5] technology tooltip UI unaware of true size of displayed text
Here is another example, using English. game version 2.0.9.
(keywords for the benefit of searches: The research tooltip for agriculture is smaller than the text is should contain)
(keywords for the benefit of searches: The research tooltip for agriculture is smaller than the text is should contain)
- Wed May 25, 2022 11:00 am
- Forum: Technical Help
- Topic: [1.1.59] "Unexpected error occurred"
- Replies: 1
- Views: 1047
[1.1.59] "Unexpected error occurred"
I'm running a heavily modded game (Krastorio + Space Exploration), with a headless server and the client running on the same PC (with 32GB ram). Both server and client crashed at the same time and the error message suggests I upload the logs. I wouldn't be surprised if this was just an issue allocat...
- Mon Nov 11, 2019 11:11 pm
- Forum: Logistic Train Network
- Topic: What is included in "Console Message level: Warnings"
- Replies: 9
- Views: 4275
Re: What is included in "Console Message level: Warnings"
That's weird, because I have the option set as in the screenshot, yet I am receiving messages about 'no station suppling x in network y'. As far as I'm concerned, that's the desired situation anyway. I came to this thread looking for a setting to disable the successful dispatch messages but keep the...
- Sun Nov 10, 2019 12:00 pm
- Forum: Logistic Train Network
- Topic: What is included in "Console Message level: Warnings"
- Replies: 9
- Views: 4275
Re: What is included in "Console Message level: Warnings"
I think the tooltip information for the Message Level setting is slightly off:
The "Missing resources" category seems to be included in Errors & Warnings now.
The "Missing resources" category seems to be included in Errors & Warnings now.
- Thu Nov 07, 2019 9:29 am
- Forum: Logistic Train Network
- Topic: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
- Replies: 12
- Views: 5118
Re: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
Awesome, thanks for the swift fix:) And also, thanks for the mod!
- Wed Nov 06, 2019 5:49 pm
- Forum: Logistic Train Network
- Topic: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
- Replies: 12
- Views: 5118
Re: Error "Invalid stop unit_number" after bot-deconstructing a LTN stop
I just ran into this issue as well while running LTN 1.11.5. Not sure if it's expected, but it looks like LTN processing completely stops. Newly built stops don't get initialized and I think dispatcher doesn't do anything anymore either. Mods and save available here, if there's any chance of that be...
- Fri Oct 25, 2019 4:14 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 52398
Re: Friday Facts #318 - New Tooltips
Apart from belts, I'd imagine walls could also be a likely candidate for batching.
- Thu Sep 26, 2019 8:45 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155280
Re: [0.17] Please post bugs and balance issues here.
I just noticed the Artillery Mk2 can't fast-replace the base game's Artillery, nor won't it show up in an upgrade planner. I can't build Mk3 yet, so haven't tested that, but since I can't select any of the Artillery in an upgrade planner, I'll assume that wont fast-replace either. I'll make a note ...
- Sun Sep 22, 2019 12:01 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155280
Re: [0.17] Please post bugs and balance issues here.
I just noticed the Artillery Mk2 can't fast-replace the base game's Artillery, nor won't it show up in an upgrade planner. I can't build Mk3 yet, so haven't tested that, but since I can't select any of the Artillery in an upgrade planner, I'll assume that wont fast-replace either. Not entirely sure ...
- Mon Jul 22, 2019 9:55 pm
- Forum: Won't fix.
- Topic: [0.17.58] Updating from 0.17.53 crashes
- Replies: 1
- Views: 1693
[0.17.58] Updating from 0.17.53 crashes
Started my 0.17.53 installation, accepted the offered upgrade to 0.17.58. Game crashed with "Unexpected error occured" (in a Windows dialog). Complete logfile in the spoiler. Also attached the dump file. Next attempt, the game started without issues. 0.001 2019-07-22 23:44:23; Factorio 0.1...
- Sun May 05, 2019 9:49 am
- Forum: Duplicates
- Topic: [0.17.36] Refinery 'leaks' crude oil out of the input
- Replies: 4
- Views: 2701
Re: [0.17.36] Refinery 'leaks' crude oil out of the input
3/ one oil refinery was somehow cleared of recipe - this way crude oil was pushed back to both inputs Your analysis sounds plausible, although it's somewhat unexpected behaviour (after all, when you clear the recipe when there's no pipes connected, the fluid simply disappears from the refinery). I ...
- Sat May 04, 2019 7:24 pm
- Forum: Duplicates
- Topic: [0.17.36] Refinery 'leaks' crude oil out of the input
- Replies: 4
- Views: 2701
[0.17.36] Refinery 'leaks' crude oil out of the input
I'm setting up my refineries. Currently using the basic oil processing recipe, so both inputs accept crude oil, but already preparing the water pipes for advanced processing later. In the pipes connected to the left-side inputs, I see a small amount of crude oil. I'm very sure I haven't had those pi...
- Sat Apr 20, 2019 10:21 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Unable to place ghosts while ghost-building rail
- Replies: 1
- Views: 2569
[kovarex] [0.17.32] Unable to place ghosts while ghost-building rail
I don't have any rail pieces in my inventory. Now when I activate the rail from my hotbar, it activates in ghost building mode. I then click on the arrow of an existing rail segment and it shows the outline of the rail to be built in green, but I'm unable to actually place the rail or ghosts. Nothin...