1. Pressed back button immediately following interacting with train station and then switching planets in remote view
2. The station config menu opens, but it does not return you to the planet the station is present on
3. I would expect that if I open a station on another planet that my remote view ...
Search found 18 matches
- Tue Feb 11, 2025 6:15 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.34] Pressing back (m4) into a train station on another planet does not move camera
- Replies: 0
- Views: 238
- Mon Feb 10, 2025 5:49 am
- Forum: This Forum
- Topic: Forum name change
- Replies: 33
- Views: 15250
Re: Forum name change
This name is a folly of my youth. if my name could be changed to Milk-Man-Mike I'd be grateful. Thanks
- Sun Feb 09, 2025 5:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.33] Fusion generator broken animation when facing north
- Replies: 4
- Views: 1937
Re: [2.0.33] Fusion generator broken animation when facing north
are you referring to the fact that the north facing generator is mirrored/flipped around?
No. The north facing generator is literally not animated, the sprite sheet is just 5 of the same frame. The south facing generator is only there for demonstration purposes.
fusion-generator-north.png ...
- Sun Feb 02, 2025 6:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.33] Fusion generator broken animation when facing north
- Replies: 4
- Views: 1937
[Jerzy][2.0.33] Fusion generator broken animation when facing north
1. Place fusion generator facing north. Provide plasma to fusion generator. Provide electrical load to fusion generator.
2. Fusion generator begins generating power and plays its working animation.
seems like the glowy bits are animated correctly while the generator itself is not?
3. I expect that ...
2. Fusion generator begins generating power and plays its working animation.
seems like the glowy bits are animated correctly while the generator itself is not?
3. I expect that ...
- Tue Jan 21, 2025 3:42 am
- Forum: Ideas and Suggestions
- Topic: Allow "Rail Support Foundations" to affect ramps
- Replies: 2
- Views: 402
Re: Allow "Rail Support Foundations" to affect ramps
Rail ramps can (mostly) be placed on deep oil ocean after researching rail support foundations.
Rail ramp without research in deep oil ocean
01-20-2025, 20-35-29.png
Rail ramp WITH research in deep oil ocean
01-20-2025, 20-37-32.png
This part of the rail ramp must be on solid ground. so long ...
Rail ramp without research in deep oil ocean
01-20-2025, 20-35-29.png
Rail ramp WITH research in deep oil ocean
01-20-2025, 20-37-32.png
This part of the rail ramp must be on solid ground. so long ...
- Mon Jan 20, 2025 10:31 pm
- Forum: Duplicates
- Topic: [2.0.32] Vehicle weapons not present in factoriopedia
- Replies: 1
- Views: 349
[2.0.32] Vehicle weapons not present in factoriopedia
Title is a partial lie. The vehicle weapons ARE present in factoriopedia, but the only place to access them is through a vehicle GUI. This is an issue for all the vehicle weapons, namely,
Vehicle Machine Gun
Vehicle Flamethrower
Tank Cannon
Spidertron Rocket Launcher
Once again, these ...
Vehicle Machine Gun
Vehicle Flamethrower
Tank Cannon
Spidertron Rocket Launcher
Once again, these ...
- Mon Jan 20, 2025 10:03 pm
- Forum: Ideas and Suggestions
- Topic: Icon Button in blueprint descriptions
- Replies: 1
- Views: 209
Icon Button in blueprint descriptions
TL;DR
Blueprint description textbox lack the button to create icons within it.
What?
I suggest that a button to add icons to text (as is everywhere else in the game) be added to the blueprint text box (if technically possible)
01-20-2025, 15-02-58.png
01-20-2025, 15-01-50.png
Why ...
Blueprint description textbox lack the button to create icons within it.
What?
I suggest that a button to add icons to text (as is everywhere else in the game) be added to the blueprint text box (if technically possible)
01-20-2025, 15-02-58.png
01-20-2025, 15-01-50.png
Why ...
- Mon Jan 20, 2025 9:16 pm
- Forum: Ideas and Suggestions
- Topic: [any module] selection in upgrade planner
- Replies: 0
- Views: 156
[any module] selection in upgrade planner
TL;DR
A selection within the upgrade planner to select any module, instead of addressing modules individually when trying to mass upgrade (or remove) modules
What?
Currently, upgrading modules works fine, and a machine with no modules can have its empty module slots addressed by the upgrade ...
A selection within the upgrade planner to select any module, instead of addressing modules individually when trying to mass upgrade (or remove) modules
What?
Currently, upgrading modules works fine, and a machine with no modules can have its empty module slots addressed by the upgrade ...
- Mon Jan 20, 2025 3:56 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
- Replies: 7
- Views: 1206
Re: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
Just tested, it does indeed seem to be based around radar coverage. if the chunk is unrevealed but visible (super common with ultrawide) the rail planner stops responding when used within that chunk (or chunks). Glad we narrowed it down. This doesn't affect remote view, however.
If we can use the ...
If we can use the ...
- Mon Jan 20, 2025 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
- Replies: 7
- Views: 1206
Re: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
After removing all mods and doing a small amount of further testing, I cannot reproduce this in the world I provided, but is easily reproducible on a new save
Tested in both sandbox and freeplay
Unresponsive when using shift as well.
The game does not seem to care whether I using a character or god ...
Tested in both sandbox and freeplay
Unresponsive when using shift as well.
The game does not seem to care whether I using a character or god ...
- Sun Jan 19, 2025 5:41 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.31] Rail planner unresponsive at outer edges of 32:9 display
- Replies: 7
- Views: 1206
[2.0.31] Rail planner unresponsive at outer edges of 32:9 display
5120x1440
The rail planner becomes unresponsive when cursor moves to the outer edges of the screen (specifically, it becomes unresponsive on the 2 outer 8:9 sections of the screen, leaving the inner 16:9 area responsive as expected)
This happens when zoomed OUT to max on a freeplay world (1.0 I ...
The rail planner becomes unresponsive when cursor moves to the outer edges of the screen (specifically, it becomes unresponsive on the 2 outer 8:9 sections of the screen, leaving the inner 16:9 area responsive as expected)
This happens when zoomed OUT to max on a freeplay world (1.0 I ...
- Tue Oct 29, 2024 2:28 am
- Forum: Duplicates
- Topic: [2.0.12] Read Train Count backfeeding into signal parameter.
- Replies: 1
- Views: 418
[2.0.12] Read Train Count backfeeding into signal parameter.
When a locomotive reaches a station set to both Read Train Count AND Send To Train, any train arriving at that stop with a [Signal Parameter] interrupt, the train station will feed the [Train count] signal back into the train, thus attempting to send the train to [C] station, which does not exist ...
- Tue Feb 26, 2019 11:21 pm
- Forum: Not a bug
- Topic: [0.17.1] Looped belts will overcompress, causing a jam
- Replies: 1
- Views: 924
[0.17.1] Looped belts will overcompress, causing a jam
https://imgur.com/a/IYORgcM
as you will see in the attached save file it seems to apply to inserters as well. I assume that sideloading belts do the same thing
as you will see in the attached save file it seems to apply to inserters as well. I assume that sideloading belts do the same thing
- Sat Jan 20, 2018 7:45 am
- Forum: General discussion
- Topic: Indev computer item?
- Replies: 1
- Views: 1695
Indev computer item?
So I was doing things in the game, found this little piece of magic and have a few questions about it.
What role will this item take? Intermediate or otherwise.
If we expect to see item in action anytime soon.
Was this supposed to be found?
Thanks.
What role will this item take? Intermediate or otherwise.
If we expect to see item in action anytime soon.
Was this supposed to be found?
Thanks.
- Sun Jul 16, 2017 3:17 am
- Forum: Ideas and Suggestions
- Topic: Roboport extender
- Replies: 8
- Views: 5382
Re: Roboport extender
how do i remove a broken post?
- Sun Jul 16, 2017 3:15 am
- Forum: Ideas and Suggestions
- Topic: Roboport extender
- Replies: 8
- Views: 5382
Re: Roboport extender
it broke
- Sun Jul 16, 2017 3:03 am
- Forum: Ideas and Suggestions
- Topic: Roboport extender
- Replies: 8
- Views: 5382
Roboport extender
The idea is that roboports are fairly expensive and if i want roboports like 1000 tiles away linked to my main robot network (not sure why) I dont want to put a million roboports leading the way so the idea is a single tile charging station that charges one robot at a time and allow roboports to be ...
- Wed Jun 28, 2017 3:32 am
- Forum: Ideas and Suggestions
- Topic: Rename "Used up uranium fuel cell"
- Replies: 9
- Views: 5031
Nuclear fuel cells rename.
"Used up fuel cell" just doesn't feel right to say in my head or out loud, and as such i came here.
My idea would be to rename the "Used up fuel cell" to something along the lines of "Spent fuel cell", "Depleted fuel cell" or "Consumed fuel cell".
In my opinion, "Depleted fuel cell" sounds the best.
My idea would be to rename the "Used up fuel cell" to something along the lines of "Spent fuel cell", "Depleted fuel cell" or "Consumed fuel cell".
In my opinion, "Depleted fuel cell" sounds the best.