Search found 11 matches
- Fri Jun 07, 2019 6:05 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 38526
Re: Friday Facts #298 - Demo upgrade for Stable
Concerning the consumer. You want to avoid the player using his inventory and dump it into a chest, so chest->inserter->machine is probably a bad idea. However it would show the player how the inserter works nicely. Id have two machines, one being prebuild with chest and inserter (so the player unde...
- Thu May 02, 2019 8:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags]Image codes's length not correctly considered for train station names
- Replies: 13
- Views: 9832
Re: [wheybags]Image codes's length not correctly considered for train station names
Imagine if they made the "text edit box" RTF aware, instead of typing in the markup you simply clicked a button and chose the icon from a menu which was rendered in the box. In such a case the end-user wouldn't even be aware of how the actual markup "string" worked and how long ...
- Tue Feb 26, 2019 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
- Replies: 16
- Views: 7602
Re: [0.17.0] Gui top right frame partially unreadable on HD resolution
Your translations seem a bit off.
(Research shows german text, while the rest is english)
maybe file a bug report for that
(Research shows german text, while the rest is english)
maybe file a bug report for that
- Tue Feb 26, 2019 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] CTD when pressing 'X' in tutorial: "InputHandlerAllegro::processRotateActiveQuickBars"
- Replies: 9
- Views: 3590
Re: [0.17.0] Shooting the tutorial bot causes a crash
I tried to reproduce it and wasn't able to.
I am however sure that the bot was marked as selectable (yellow border) when it happened.
Log should help here
I am however sure that the bot was marked as selectable (yellow border) when it happened.
Log should help here
- Tue Feb 26, 2019 6:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
- Replies: 16
- Views: 7602
[kovarex] [0.17.4] Gui top right frame description not wrapped with other panels hidden
See screenshot; text in top right frame is not properly readable
- Tue Feb 26, 2019 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] CTD when pressing 'X' in tutorial: "InputHandlerAllegro::processRotateActiveQuickBars"
- Replies: 9
- Views: 3590
[0.17.0] Shooting the tutorial bot causes a crash
7 minutes since release and already the first crash trying to break the tutorial.
Reproduction steps:
- Have no ammo or gun
- Aim at bot in tutorial
- Press C
- Crash
Log+Dump: Have fun!
Reproduction steps:
- Have no ammo or gun
- Aim at bot in tutorial
- Press C
- Crash
Log+Dump: Have fun!
- Sat Jun 30, 2018 11:04 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79710
Re: Friday Facts #249 - Dead end exploration
Using blueprintbooks with that shift-stuff is one of the worst factorio features i know. If you really think that it solves anything, grab a bp-book from a mp-save (for my example MRS - Modular Rail System) and try to build something where you need alternating bps (straight, then left, then split o...
- Sat Jun 30, 2018 10:55 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79710
Re: Friday Facts #249 - Dead end exploration
What I always missed is a tree structure. Let's say you have a train blueprint book containing all kinds of train settings, rail settings and so on as blue blueprints. Now sometimes I have vanilla saves with 2 rails, sometimes four, sometimes eight and so on. It would be incredibly useful to have it...
- Tue Nov 21, 2017 4:31 pm
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 31130
Re: Nano factory with push down automata
Is there a save somewhere, or a blueprint? I'd like to learn some stuff (splitting signals, the stack system, etc).
Awesome work!
Awesome work!
- Fri Apr 28, 2017 7:34 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 319995
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Hello there, first of all thank you for fixing the latest bug of indestructible train stations. I just experimented a bit around with my friend and we happen to get several desync situations. We found out that this desync happens whenever you try to blueprint a LTN Station. This happens every time a...
- Sun Apr 23, 2017 9:08 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 319995
Re: [Mod 0.14] Logistic Train Network 1.1.0
[BUG] In Multiplayer my friend and I encountered several bugs. We updated the Mod from the previous version and loaded our save we did with it. Trains suddenly got stuck in the Depots, unable to receive tasks anymore. Also there was (and still is) one train station which seems to be bugged out. Its ...