Search found 40 matches
- Tue Nov 19, 2024 12:53 pm
- Forum: Duplicates
- Topic: [2.0.19] Crash while placing parameterized blueprint (FillBlueprintParametersGui::confirm)
- Replies: 6
- Views: 277
Re: [2.0.19] Crash while placing parameterized blueprint
Screen capture, reproduced in 2.0.20: https://www.youtube.com/watch?v=xpTD1NhpskE Notes: Red circle expanding means pressing left mouse button down, contracting means releasing the left mouse button factorio-current.log My reproduction steps: Be in the /editor Put blueprint into the cursor click som...
- Wed Oct 30, 2024 8:52 am
- Forum: Duplicates
- Topic: Green and red wire
- Replies: 2
- Views: 178
Re: Green and red wire
Not a bug, they were removed as items for 2.0. You can find them as virtual items at the right side of the hotbar, together with other actions, like the Alt mode toggle, copy/paste, undo/redo, etc. If you wish, you can click the buttons, then click a hotbar slot to assign them there for use with num...
- Tue Oct 29, 2024 10:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [2.0.12] Clicking on ghost power pole opens invisible dialog
- Replies: 2
- Views: 1057
Re: Clicking on ghost power pole opens invisible dialog?
Here's a Screen Capture of this issue in 2.0.12
Note: Red rings around the mouse cursor show left clicks.
Note: Red rings around the mouse cursor show left clicks.
- Tue Oct 29, 2024 6:41 pm
- Forum: Bug Reports
- Topic: [2.0.12] Hotbar stuck in selected state in MP when clicking a in-tranfer blueprint (book)
- Replies: 1
- Views: 126
[2.0.12] Hotbar stuck in selected state in MP when clicking a in-tranfer blueprint (book)
It is possible to stuck a hotbar slot in a multiplayer game in the "selected"/yellow background state by using blueprint books. In that state, clicking the slot has no effect. It is possible to un-stuck it by using a different slot, which removes the selected state and makes the previously...
- Wed Oct 23, 2024 2:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [V] [2.0.9] Wube logo "dirty" in some main menu simulations
- Replies: 1
- Views: 1979
[V] [2.0.9] Wube logo "dirty" in some main menu simulations
Base game main menu simulations involving the biter nests have a dirt patch over the Wube logo water.
See this:
See this:
- Tue Jan 30, 2024 1:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [1.1.103]Reselecting rail blueprint content shifts global grid position
- Replies: 6
- Views: 1572
Re: [1.1.103]Reselecting rail blueprint content shifts global grid position, persists after cancelling edit
Thanks.
I guess, that makes the second part of the issue a feature request to rename the display text of the blue button to something like "Reselect content and save"
I guess, that makes the second part of the issue a feature request to rename the display text of the blue button to something like "Reselect content and save"
- Tue Jan 30, 2024 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.100] Hotbar Slot stays selected when selecting vehicle that is not available
- Replies: 4
- Views: 887
Re: [1.1.100] Hotbar Slot stays selected when selecting vehicle that is not available
Was able to reproduce in 1.1.103. This seems to require a multiplayer connection. Screen capture Note: No keyboard keys were pressed in the screen capture while interacting with the car ghosts. I used [Q] to de-select the chest ghost. With the cars, the deselection happened automatically. factorio-c...
- Tue Jan 30, 2024 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [1.1.103]Reselecting rail blueprint content shifts global grid position
- Replies: 6
- Views: 1572
[Kovarex] [1.1.103]Reselecting rail blueprint content shifts global grid position
Re-selecting the content of some rail blueprints shifts the global grid set in the blueprint by 2 tiles (can be X, Y, or both). This change even persists when cancelling the edit via ESC or the [X] button in the blueprint editor window. Reproduction steps: Have an affected blueprint (attached) Place...
- Thu Aug 04, 2022 1:37 pm
- Forum: Pending
- Topic: [1.1.64] Desync on unmodded server
- Replies: 1
- Views: 1023
[1.1.64] Desync on unmodded server
While the desync happened, I was the only player on the server. The server is currently running and is named “Death World - All Welcome”
It happened while walking east and bumping into a power pole.
I guess that the cause lies within the latency state, but really unsure.
Desync report (~710MiB)
It happened while walking east and bumping into a power pole.
I guess that the cause lies within the latency state, but really unsure.
Desync report (~710MiB)
- Mon Jan 10, 2022 12:10 pm
- Forum: Duplicates
- Topic: [1.1.50] Controls settings window cuts off long keyboard combinations
- Replies: 3
- Views: 1805
[1.1.50] Controls settings window cuts off long keyboard combinations
The settings window for keyboard controls cuts off long texts. I assume it only affects translations, here shown for German. This causes some issues with actions bound to the numpad. Marked in red are “Increase game speed”, “Decrease game speed” and “Set game speed to 1”, which are all three by defa...
- Thu May 20, 2021 8:55 pm
- Forum: Duplicates
- Topic: [Meta] Linux/macOS downloads for stable release still named “alpha”
- Replies: 1
- Views: 1022
[Meta] Linux/macOS downloads for stable release still named “alpha”
The stand-alone downloads for any stable, post-release Linux or macOS version still have “alpha” in their name. It doesn’t have any impact on the actual game (of course), but it looks kind-of weird that the server offers factorio_alpha_1.1.33.tar.xz when requesting the latest stable release… Unless ...
- Thu May 20, 2021 8:40 pm
- Forum: Not a bug
- Topic: [1.1.33] Error migrating save: "attempt to index global 'silo_script' (a nil value)"
- Replies: 1
- Views: 1141
[1.1.33] Error migrating save: "attempt to index global 'silo_script' (a nil value)"
I took the Darude Sandstorm video player save from https://forums.factorio.com/viewtopic.php?t=37490 , and tried to migrate it to 1.1 from 0.14. To do so, I saved it in 0.15.40, then in 0.17.79, then in 1.0.0. Loading the resulting map in 1.0.0 works fine, but trying to load it in 1.1.33 (to perform...
- Sat Jan 09, 2021 8:57 pm
- Forum: Technical Help
- Topic: Can't join any multiplayer game
- Replies: 3
- Views: 3686
Re: Can't join any multiplayer game
I assume you use Windows. So check if your home network is marked as a private network, as the windows firewall might block access if you are connected to a “public” network. And check any firewall application you may have, those may block the network traffic. I assume you use the Steam version. Try...
- Sat Jan 09, 2021 8:18 pm
- Forum: Pending
- Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
- Replies: 3
- Views: 1506
Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
It seems to work after loading the last successful autosave. I think this is 1/0 magic then…
- Sat Jan 09, 2021 7:34 pm
- Forum: Pending
- Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
- Replies: 3
- Views: 1506
Re: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
Thanks for the report. Looking at the stack trace it's crashing at a place that should never crash unless there's some kind of memory corruption going on. Ok, I’ll just load the last auto-save then Do you have any way to reproduce the issue from a known working state? If not; there's nothing I can ...
- Sat Jan 09, 2021 7:05 pm
- Forum: Pending
- Topic: [1.1.8] Crash during saving (FluidManager::getSaveIndex)
- Replies: 3
- Views: 1506
[1.1.8] Crash during saving (FluidManager::getSaveIndex)
The game started crashing during autosaving, I got a notification that the saving process died. I tried to manually save, and it crashed again. (I chose a new file name to not destroy my save file, in case it overwrites the map with partial data, so no total data loss on my side.) Then I turned on h...
- Wed Nov 06, 2019 10:58 pm
- Forum: Won't fix.
- Topic: [0.17.75] NPE: Partially blocking biter paths breaks biter-following cutscenes.
- Replies: 1
- Views: 1290
[0.17.75] NPE: Partially blocking biter paths breaks biter-following cutscenes.
You can break the cutscenes during the first part of the Arrival campaign, in which the biters spawn, go to ship wrecks and munch on them. This is probably a minor issue, but it looks odd nonetheless when happening. This happens only due to malicious intent, when you try to break the scenario. Steps...
- Wed Nov 06, 2019 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.75] NPE crash, accessing deleted entity in on_ai_command_completed()
- Replies: 1
- Views: 2806
[wheybags] [0.17.75] NPE crash, accessing deleted entity in on_ai_command_completed()
Background: I did an NPE play-through to find some issues. I don’t know what exactly caused this. Compilatron approached the coal mine in the starting location, I think because I placed a chest collecting coal. (It seems if you do so, Compilatron sometimes approaches it to tell you that you can take...
- Sat Jul 06, 2019 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404
- Replies: 1
- Views: 3103
[Rseding91] [0.17.54] No GUI after Mod sync game restart, if MP lobby server returns HTTP 404
I tried to join a vanilla multiplayer game, while I had some mods enabled. When the Game restarted after the mod sync process, the MP lobby server somehow returned an HTTP 404 error, causing the restarted game instance to get stuck without a GUI. I expected the game to either throw me back into the ...
- Wed May 08, 2019 1:12 pm
- Forum: Ideas and Suggestions
- Topic: GUI: Allow scrolling on closed drop down fields
- Replies: 2
- Views: 1213
GUI: Allow scrolling on closed drop down fields
TL;DR Allow using the "scroll up" and "scroll down" action (typically mapped to the mouse wheel) on closed drop down fields to switch between entries. What? When the mouse is placed on a closed drop down field, allow using the mouse wheel to switch the currently selected item. S...