Search found 29 matches
- Thu Nov 14, 2024 9:59 pm
- Forum: Bug Reports
- Topic: [2.0.15] Unlimited build reach from train fuel menu
- Replies: 0
- Views: 224
[2.0.15] Unlimited build reach from train fuel menu
When clicking on a locomotive, and selecting the fuel menu so your inventory is accessible, if you zoom in enough so you can see the map, you can build any item in your inventory, anywhere on the map. That is, you have unlimited build reach. To reach other parts of the map, just navigate there with ...
- Mon Oct 21, 2024 9:49 pm
- Forum: Not a bug
- Topic: [2.0.7] Refinery doesn't connect to pipes properly (basic oil processing)
- Replies: 2
- Views: 276
Re: [2.0.7] Refinery doesn't connect to pipes properly (basic oil processing)
ah, so the fact that the pipe segment is straight covers up that it is not connected. Apologies, overlooked that detail.
- Mon Oct 21, 2024 9:29 pm
- Forum: Not a bug
- Topic: [2.0.7] Refinery doesn't connect to pipes properly (basic oil processing)
- Replies: 2
- Views: 276
[2.0.7] Refinery doesn't connect to pipes properly (basic oil processing)
When basic oil processing recipe is selected in refinery, and pipes are placed on all 5 in- and outputs of the refinery, the pipe connections are not all rendered the same. See below screenshot:
factorio_space_age_refinery.png
The top output and input are connected correctly, as a fluid is ...
factorio_space_age_refinery.png
The top output and input are connected correctly, as a fluid is ...
- Mon Oct 21, 2024 9:22 pm
- Forum: Duplicates
- Topic: [2.0.7] Item not buildable after handcrafting while placing ghosts of that item
- Replies: 4
- Views: 289
Re: [2.0.7] Item not buildable after handcrafting while placing ghosts of that item
Ah, that's annoying. Very unfortunate that it is a design choice, it is pretty annoying behavior.
- Mon Oct 21, 2024 8:45 pm
- Forum: Duplicates
- Topic: [2.0.7] Item not buildable after handcrafting while placing ghosts of that item
- Replies: 4
- Views: 289
[2.0.7] Item not buildable after handcrafting while placing ghosts of that item
To reproduce the bug: place a ghost of a buildable entity that you do not have in your inventory. Craft some of that item, but before the first craft finishes, make sure to use the pipette tool to select the ghosted item (that you are currently crafting). When the crafting finishes, you won't be ...
- Fri Mar 08, 2019 11:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
- Replies: 6
- Views: 3792
Re: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
Thanks for the reply, does this mean that any technology that is currently queued will be checkmarked (or marked in some other way to make it clear that you have already selected/queued that research) in the list of technologies?
- Wed Mar 06, 2019 1:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.3] mining productivity research numbering does not count correctly
- Replies: 3
- Views: 3300
Re: [Oxyd] [0.17.3] mining productivity research numbering does not count correctly
@Brathahn, you have to enable it at the time you generate a new map. Also I think if it is currently not available, it will be once you launch a rocket.
- Fri Mar 01, 2019 5:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.3] mining productivity research numbering does not count correctly
- Replies: 3
- Views: 3300
[Oxyd] [0.17.3] mining productivity research numbering does not count correctly
When looking at the box below the research queue we see that the number in the name of the mining productivity research (MPR) does not correspond with the actual mining productivity research. That is, MPR 5-7 are all called MPR 5. Then when a new "tier" of MPR is unlocked, the numbering for that ...
- Thu Feb 28, 2019 11:26 pm
- Forum: Minor issues
- Topic: [0.17.3] Bush graphic is drawn on top of car
- Replies: 3
- Views: 1627
Re: [0.17.3] Bush graphic is drawn on top of car
Haha, it just seems so out of place:p
- Thu Feb 28, 2019 11:10 pm
- Forum: Minor issues
- Topic: [0.17.3] Bush graphic is drawn on top of car
- Replies: 3
- Views: 1627
[0.17.3] Bush graphic is drawn on top of car
When driving the car and I am in the position displayed in the image below, the car is on top of the bushes.
20190301000224_1.jpg
When I drive a little bit to the top, the bushes on the ground are drawn on top of the car. This change is like a step function. At one point the bushes are below the ...
20190301000224_1.jpg
When I drive a little bit to the top, the bushes on the ground are drawn on top of the car. This change is like a step function. At one point the bushes are below the ...
- Thu Feb 28, 2019 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
- Replies: 6
- Views: 3792
Re: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
I see, so a further test indeed shows that every research with a tier associated to it, e.g. "Mining productivity", "Lab research speed", "Projectile damage", will disappear from the list of technologies once selected for research or the queue.
Still this seems like a random choice. What is the ...
Still this seems like a random choice. What is the ...
- Thu Feb 28, 2019 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
- Replies: 6
- Views: 3792
[0.17.2] Researches sometimes do and sometimes don't remain in list of technologies after selecting them
When selecting researches to research, or to put in the research queue, sometimes they remain in the list of technologies and sometimes they don't. For example when I select "Stronger explosives 1" it is removed from the list of technologies, however when I select "Portable solar panel" it remains ...
- Sun Feb 03, 2019 7:11 pm
- Forum: Desyncs with mods
- Topic: [0.16.51] Multiplayer desync after setting opengl as graphics option
- Replies: 0
- Views: 1398
[0.16.51] Multiplayer desync after setting opengl as graphics option
Friends and I have a long history in Factorio multiplayer, both heavily modded as vanilla. In our latest run we are trying Pyanodons mods. When running those mods, I found that Pyanodons mods double the memory usage of Factorio (from 10 GB to 20 GB memory usage). This is something inherent to ...
- Wed Jan 30, 2019 10:38 pm
- Forum: PyMods
- Topic: Huge memory load Pyanodons mods
- Replies: 14
- Views: 6361
Re: Huge memory load Pyanodons mods
Funnily I have an AMD card as well, so somehow my system didn't default to openGL. Well I'll try with the openGL setting, and see if things go worse. My system runs much smoother in any case. Thanks for the help!
- Wed Jan 30, 2019 5:25 pm
- Forum: PyMods
- Topic: Huge memory load Pyanodons mods
- Replies: 14
- Views: 6361
Re: Huge memory load Pyanodons mods
@Cardoyle: I imagine that that is going to work. Unfortunately doesn't this mean that you don't have the nice HR graphics? That would be a shame, in my opinion.
@Kingarthur: Thanks for the response, it has been a huge help. I have done some more testing and here is what I found.
(openGL can be ...
@Kingarthur: Thanks for the response, it has been a huge help. I have done some more testing and here is what I found.
(openGL can be ...
- Tue Jan 29, 2019 11:29 pm
- Forum: PyMods
- Topic: Huge memory load Pyanodons mods
- Replies: 14
- Views: 6361
Re: Huge memory load Pyanodons mods
The log file reads: "Initialised Direct3D:...". I am not very knowleadgable on this topic (yet), so does this mean that my gpu is using directX? Any way of changing that option if it does?
- Tue Jan 29, 2019 6:03 pm
- Forum: PyMods
- Topic: Huge memory load Pyanodons mods
- Replies: 14
- Views: 6361
Re: Huge memory load Pyanodons mods
Where do I check this? Ingame I cannot find an option for thisWhat gpu do u have. I've found that for some reason directx was giving me ram bloat with pymods where as opengl does not
- Mon Jan 28, 2019 8:20 pm
- Forum: PyMods
- Topic: Huge memory load Pyanodons mods
- Replies: 14
- Views: 6361
Huge memory load Pyanodons mods
I am looking at starting a Pyanodons run, and as such I have installed all of Pyanodons mods. However when starting the game I see that pyanodons mods are putting tremendous strain on my system. I have listed the mods I have active below:
At the moment I dont have many mods active:
Auto research ...
At the moment I dont have many mods active:
Auto research ...
- Mon Feb 12, 2018 12:15 am
- Forum: Won't fix.
- Topic: [wheybags][0.16.20] opening Lua console ingame prints buffered char
- Replies: 9
- Views: 5033
Re: [wheybags][0.16.20] opening Lua console ingame prints buffered char
Whether or not you have a buffered character depends on your keyboard layout. The common English layout for example doesn't allow character buffering, so those will not run into this issue. Try setting your layout to one which allows accents and other symbols on letters, and see whether or not you ...
- Sun Feb 11, 2018 12:58 pm
- Forum: Won't fix.
- Topic: [wheybags][0.16.20] opening Lua console ingame prints buffered char
- Replies: 9
- Views: 5033
Re: [wheybags][0.16.20] opening Lua console ingame prints buffered char
Thanks for the reply. Hopefully there is a fix for this when it is easier to implement/when there is time for it. Luckily it is only a minor thing.