Search found 15 matches
- Fri Nov 15, 2024 11:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] movement stops while key is still pressed
- Replies: 14
- Views: 628
Re: [2.0.8] movement stops while key is still pressed
hi, my partner is having this same issue. we're both using linux versions and play multiplayer with space age DLC. I am the one who hosts the server and I do NOT have the issue, whilst she does. we started a fresh save and are literally 20 minutes into playing do you still have the problem with the...
- Wed Nov 13, 2024 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] movement stops while key is still pressed
- Replies: 14
- Views: 628
Re: [2.0.8] movement stops while key is still pressed
I have an idea what could cause this. when I activate another window (defocus Factorio) and then go back in to the game, basically the same happens. Maybe some other application tries to get focus for some reason and Factorio focus it for a tiny moment? whatever the reason may have been, it's been a...
- Tue Oct 22, 2024 6:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] movement stops while key is still pressed
- Replies: 14
- Views: 628
Re: [2.0.8] movement stops while key is still pressed
some more details:
Factorio 2.0.8, vanilla with SA, quality, elevated rails
Windows 10: 22H2 19045.5011
keyboard chip/driver: ps2avrGB
mouse: Logitech G600
kb and mouse via usb 3.0 switch from ugreen 2/4 amazon product code: B01N6GD9JO
Factorio 2.0.8, vanilla with SA, quality, elevated rails
Windows 10: 22H2 19045.5011
keyboard chip/driver: ps2avrGB
mouse: Logitech G600
kb and mouse via usb 3.0 switch from ugreen 2/4 amazon product code: B01N6GD9JO
- Tue Oct 22, 2024 5:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] movement stops while key is still pressed
- Replies: 14
- Views: 628
Re: [2.0.8] movement stops while key is still pressed
I can start a completely fresh single player game and run around, after 20 sec or so the movement just stops.I'll try to completely reinstall Factorio.
update: deleted everything beside my old mods that are all inactive, and it's still there after the reinstall.
update: deleted everything beside my old mods that are all inactive, and it's still there after the reinstall.
- Tue Oct 22, 2024 1:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] movement stops while key is still pressed
- Replies: 14
- Views: 628
[2.0.8] movement stops while key is still pressed
a movement key sometimes stops getting recognized until I let go of it. while that key is kept pressed and is blocked, I can still move in all other directions. it's like walking against a wall. I don't need to press other keys to get this bug, just walking straight on and at some point the movement...
- Tue Jun 18, 2024 8:36 am
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 19168
Re: Friday Facts #415 - Fix, Improve, Optimize
Could we get api access to "found ghost without materials" as an event?
- Tue Jun 18, 2024 8:25 am
- Forum: Implemented in 2.0
- Topic: Server: automatically pause when a new player is joining
- Replies: 15
- Views: 5644
Re: Server: automatically pause when a new player is joining
From the newest FFF: Case 1: When you join the auto-paused server it instantly resumes running - even if you haven't fully loaded into the game. It turns out, this was incredibly simple to address just for some reason it fell through the cracks over the years. For 2.0 auto-paused servers will stay p...
- Wed Jan 03, 2024 7:40 pm
- Forum: Ideas and Suggestions
- Topic: Set request / Read content - requester chest
- Replies: 1
- Views: 467
Set request / Read content - requester chest
currently we can do only one, but we have two cables, so why not both? I want to be able to read the content while setting the request with a signal.
- Sat Oct 29, 2022 9:51 pm
- Forum: Implemented in 2.0
- Topic: Server: automatically pause when a new player is joining
- Replies: 15
- Views: 5644
Re: Server: automatically pause when a new player is joining
it seems that it is paused until the first player is finished loading. but only if there wasn't another player online recently. if there was, the game still continues for a while, I guess till the next save. that was my problem recently. I wanted to join and couldn't because someone else was on the ...
- Fri Oct 28, 2022 6:40 pm
- Forum: Implemented in 2.0
- Topic: Server: automatically pause when a new player is joining
- Replies: 15
- Views: 5644
Re: Server: automatically pause when a new player is joining
a vote seems a bit complex.
I'd just include the option (that is already available): "everyone can pause"
so if you have this pause-on-join on, the everyone-can-pause option is automatically enabled or required. so if someone doesn't want to wait, they can just unpause.
I'd just include the option (that is already available): "everyone can pause"
so if you have this pause-on-join on, the everyone-can-pause option is automatically enabled or required. so if someone doesn't want to wait, they can just unpause.
- Mon Oct 24, 2022 9:53 pm
- Forum: Implemented in 2.0
- Topic: Server: automatically pause when a new player is joining
- Replies: 15
- Views: 5644
Re: Server: automatically pause when a new player is joining
I want this option as a server owner. no one is griefing my server. there are literally just two people playing on it. no one else has access. even just me joining it alone with no one else on it is almost impossible currently, as I have only mediocre mobile data available. 1.5MB/s is not enough to ...
- Sat Oct 22, 2022 2:07 pm
- Forum: Implemented in 2.0
- Topic: Server: automatically pause when a new player is joining
- Replies: 15
- Views: 5644
Re: Server: automatically pause when a new player is joining
necro bump did anything come of this? on my current K2SE map, if I don't pause manually and another player joins the map, it happens sometimes that the progress bar of catching up goes backwards. auto-pause when someone joins would be very appreciated, even if it's just a mod, but I don't see how t...
- Thu Oct 20, 2022 9:57 am
- Forum: Not a bug
- Topic: [1.1.70] sometimes not finding ghosts -> find_entities_filtered{area=search_area.bounds, type="entity-ghost"}
- Replies: 2
- Views: 844
- Wed Oct 19, 2022 8:32 pm
- Forum: Not a bug
- Topic: [1.1.70] sometimes not finding ghosts -> find_entities_filtered{area=search_area.bounds, type="entity-ghost"}
- Replies: 2
- Views: 844
[1.1.70] sometimes not finding ghosts -> find_entities_filtered{area=search_area.bounds, type="entity-ghost"}
found bug on Factorio 1.1.69 (build 60061, win64, steam), also tested on Factorio 1.1.70 (build 60152, win64, steam) Sometimes not all entities are found, the missing ones are always larger than 1x1. complete command: local entities = search_area.surface.find_entities_filtered{area=search_area.bound...
- Fri Sep 15, 2017 5:23 pm
- Forum: Not a bug
- Topic: [0.15.6] [Harkonnen] Splitter throughput
- Replies: 12
- Views: 5566
Re: [0.15.6] [Harkonnen] Splitter throughput
Could this be also a reason for this strange behavior?
top input belt has 100% throughput while the bottom lane has the same throughput as the top output belt. (red belt)
this happens only sometimes by chance after stacking items up and releasing them again.
top input belt has 100% throughput while the bottom lane has the same throughput as the top output belt. (red belt)
this happens only sometimes by chance after stacking items up and releasing them again.