Search found 17 matches
- Mon Nov 18, 2024 12:19 am
- Forum: Duplicates
- Topic: [2.0.17] Gleba enemies stay frozen when about to attack
- Replies: 6
- Views: 345
Re: [2.0.17] Gleba enemies stay frozen when about to attack
I've managed to reproduce enemies getting disabled during an attack. If you load the save I've posted, and immediately use the map to jump to Gleb (camera should be in the right place when you arrive), an enemy wave is forming up and is just about to attack. If the wave destroys any turret, then the...
- Wed Oct 23, 2024 12:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [2.0.9] Belt overbuild issue
- Replies: 6
- Views: 1513
Re: [2.0.9] Error ServerMultiplayerManager.cpp:84: MultiplayerManager failed: "transport line groups are not consistent"
I have a very similar bug with the transport belt not being connected, though have only been playing single player. Here is my save incase that helps. Though it was fine while playing, I can no longer load that save game, as it produces the same error.
- Wed Oct 23, 2024 12:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.8]E requires pressing twice after pausing with character pannel up
- Replies: 4
- Views: 695
[Genhis][2.0.8]E requires pressing twice after pausing with character pannel up
If you pause the game while you have the character pannel displayed, the pannel is closed automatically. After resuming, you need to press the "e" button twice to make the pannel appear again.
- Wed Oct 23, 2024 12:06 pm
- Forum: Ideas and Suggestions
- Topic: 2.0 logistics requests: add new line button
- Replies: 0
- Views: 105
2.0 logistics requests: add new line button
TL;DR Please could you replace the right most button on the bottom line of the new logistics interface with a + button for adding a new row? What ? In the new interface, if you want a new row, you need to add an item into the final box of the grid. This means that if you prefer to keep them organis...
- Mon Aug 03, 2020 7:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.40] Bots not finishing upgrade
- Replies: 3
- Views: 1936
Re: [0.18.40] Bots not finishing upgrade
Taken me quite a few tries to work out how to reproduce it! To reproduce: Find the chest of ultimate belt (green) next to it's assembly machine (near the right hand end of my bus at [-152, 2]) Turn off your personal robo port Standing next to that chest, use an upgrade planner to upgrade around 2000...
- Sun Aug 02, 2020 9:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.40] Bots not finishing upgrade
- Replies: 3
- Views: 1936
[0.18.40] Bots not finishing upgrade
Hi, About 15-20 game play hours ago, I did a mass upgrade of many thousand belts using the upgrade planner. Almost all of the upgrade finished within about 10 minutes, but I've just noticed that a few of the belts are still being marked as to be upgraded. There is plenty of belt in provider chests a...
- Sun Jul 19, 2020 7:58 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 62548
Re: Friday Facts #356 - Blueprint library for real
I like the BP library changes, but what would really make it perfect IMO is the ability to edit a BP in place, specifically to add things to it. There are times where I'll BP a big section of whatever, then slowly turn off things I don't need. And if it's a complicated area, maybe it takes a few mi...
- Thu Jul 18, 2019 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)
- Replies: 4
- Views: 3607
Re: [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)
Simpler - don't need multiple screens: Have another program running. Click and hold on a control, so the tooltip appears. alt+tab to switch to the other program, if required move mouse to be over the other window. Release mouse. With the mouse still over the other program, alt+tab again to switch ba...
- Thu Jul 18, 2019 8:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)
- Replies: 4
- Views: 3607
Re: [0.17.1] GUI Slider Tooltips stay there (Map Generator GUI)
I have managed to reliably reproduce this effect! It's convoluted and quite possibly no point in fixing. Need a 2 monitor setup, factorio full screen. Need to have any other program running on the non-factorio monitor. Click on a slider and hold the mouse down, move the mouse onto the other monitor,...
- Wed Jul 17, 2019 8:56 pm
- Forum: Duplicates
- Topic: [0.17.58] map generator tooltip not going
- Replies: 1
- Views: 976
[0.17.58] map generator tooltip not going
The iron ore richness tooltip somehow got into a state that it was permanently up. Each time I selected a different option from the preset menu it would update to the new richness of iron ore, but move to where the mouse was when I chose the new preset. Hovering over other things would bring up a 2n...
- Fri Jun 07, 2019 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 44
- Views: 14554
craft from toolbar
Playing with the new toolbars after not playing in a while, it now feels that if you've run out of something on the toolbar there should be some way of crafting it by just clicking on the item without having to bring up the crafting menu and go and find where it is. Possibly have a 'craft mode' butt...
- Sat Nov 03, 2018 9:45 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 52431
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Please could you introduce some way to either scroll the tool tip, or find what information is being cut off if it's too long? Especially for circuit networks - I can see the start, but most of the info just gets cut off... Or maybe an extra tab when selecting a roboport displaying the network conte...
- Sat Jun 30, 2018 7:30 pm
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79684
Re: Friday Facts #249 - Dead end exploration
In addition to whichever of these is picked, could we have a way of editing blueprints directly, using something like the segregated world of the tutorials? That way it'd be easy to make blueprints of items that you don't currently hold enough of on your character, or move something in it without ha...
- Sat May 20, 2017 10:27 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168705
Re: Friday Facts #191 - Gui improvements
Great suggestions! I'd also like to suggest: - Building (for example) a blue belt over a red splitter should upgrade the splitter to blue if you have one - Rail planner interface for placing straight lines of anything - can use +/- to change the distance between each item, should have sensible behav...
- Sat May 06, 2017 1:10 pm
- Forum: Not a bug
- Topic: [0.15.9]Tank flamethrower doesn't set fire to trees
- Replies: 1
- Views: 1137
[0.15.9]Tank flamethrower doesn't set fire to trees
When you use the flamethrower built into the tank on trees, instead of setting fire to them as usual, the trees just vanish. I currently have Flamethrower damage level 1 researched.
Thanks,
Sam
Thanks,
Sam
- Fri May 05, 2017 9:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.4][Twinsen] Read train contents sends 0 briefly?
- Replies: 36
- Views: 39477
Re: [0.15.4][Twinsen] Read train contents sends 0 briefly?
Could the signal not be sent 1 tick before the train finishes opening?
- Wed May 03, 2017 9:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] Nuclear reactor doesn't display fuel in mouseover
- Replies: 1
- Views: 2286
[0.15.6] Nuclear reactor doesn't display fuel in mouseover
When you hover the mouse over most items in the game, it displays what items that has inside it. The nuclear reactor doesn't show this (in the image there was 1 fuel inside it yet to be used, but happens on any number of fuel).
Thanks,
Sam
Thanks,
Sam