Search found 48 matches

by Linnun
Fri Nov 15, 2024 8:32 pm
Forum: Duplicates
Topic: [2.0.15] Biolabs accept quality modules
Replies: 0
Views: 168

[2.0.15] Biolabs accept quality modules

Biolabs accept quality modules, which makes no sense. Just like normal labs they should not accept quality modules. Hear me out: I found that this bug was previously marked as duplicate in https://forums.factorio.com/121018 with a reference to https://forums.factorio.com/118346 which got marked as w...
by Linnun
Thu Nov 14, 2024 5:41 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 1766

Re: [2.0.17] Spoilage counts as not spoilable for inserter priority

When inserter grabs freshest items first, it will consider non spoilables (different than spoilage) to be more fresh than items that are already spoiling Doesn't that defeat the whole point of this setting? If I enable spoilage filter and set it to freshest first, I'd expect it to first grab spoila...
by Linnun
Thu Nov 14, 2024 3:26 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 1766

Re: [2.0.17] Spoilage counts as not spoilable for inserter priority

When inserter grabs freshest items first, it will consider non spoilables (different than spoilage) to be more fresh than items that are already spoiling Doesn't that defeat the whole point of this setting? If I enable spoilage filter and set it to freshest first, I'd expect it to first grab spoila...
by Linnun
Sun Aug 23, 2020 1:16 am
Forum: Modding help
Topic: Change Z index for entities?
Replies: 3
Views: 1388

Re: Change Z index for entities?

Thank you for those hints, I will look into it :)
by Linnun
Sat Aug 22, 2020 3:49 pm
Forum: Modding help
Topic: Change Z index for entities?
Replies: 3
Views: 1388

Change Z index for entities?

Is there any way to change the z index (as in drawing order) of entities to decide which ones are drawn on top?

That way for example you could make concrete draw on top of ore fields instead of having the ore drawn on top of the concrete paths.
by Linnun
Sat Jan 25, 2020 3:05 pm
Forum: Ideas and Suggestions
Topic: [0.18.1] Opening URLs in game should switch focus on web browser
Replies: 1
Views: 889

[0.18.1] Opening URLs in game should switch focus on web browser

Maybe not exactly a bug, but I consider it bad behavior. When you click on a URL in the game, e.g. the "visit mod on mod portal" on the mod detail view, the link opens silently in the background in a new tab of your favorite browser. What I would expect it to do is to open the Steam Overla...
by Linnun
Wed Apr 24, 2019 6:02 pm
Forum: Not a bug
Topic: [0.17.33] Empty rich text tags should be removed automatically
Replies: 1
Views: 910

[0.17.33] Empty rich text tags should be removed automatically

It's as simple as this: Step 1: write Something [color=green][/color] somewhere in your train station name Now the train station name has an invisible tag inside that cannot be used anymore. You can make it visible again to prove it's there: Step 2: Go one left with your cursor (press arrow left onc...
by Linnun
Mon Apr 01, 2019 2:06 pm
Forum: Won't fix.
Topic: [0.17.23] Weird chemical plant overlapping splitter
Replies: 1
Views: 1062

[0.17.23] Weird chemical plant overlapping splitter

See screenshot below. In my opinion that overlap is really weird and annoys me.

(It happens for both, output and input ports of the chemical plant)
by Linnun
Fri Mar 01, 2019 8:41 pm
Forum: Not a bug
Topic: [0.17.3] Can not CTRL+ALT+Click items & armor
Replies: 3
Views: 1163

Re: [0.17.3] Can not CTRL+ALT+Click items & armor

From my point of view CTRL+ALT+Click is to ping anything directly to chat, and SHIFT+Click is to ping anything to inline chat.
by Linnun
Fri Mar 01, 2019 4:22 pm
Forum: Not a bug
Topic: [0.17.3] Can not CTRL+ALT+Click items & armor
Replies: 3
Views: 1163

[0.17.3] Can not CTRL+ALT+Click items & armor

You can pretty much CTRL+ALT+CLICK any rich-supporting thing into chat (like locations, trains, stations,...).

However, for items and armor you can only SHIFT+CLICK it into chat (with chat opened); CTRL+ALT+CLICK won't work on them.


Feels like an oversight to me.
by Linnun
Thu Feb 28, 2019 6:30 pm
Forum: Releases
Topic: Version 0.17.3
Replies: 42
Views: 31666

Re: Version 0.17.3

Just to let you know, the link to download the headless 17.3 for linux does not work :( (error 404)


edit: Nevermind, I was too fast. Working now :D
by Linnun
Thu Feb 28, 2019 11:58 am
Forum: Resolved Problems and Bugs
Topic: [Wheybags] [0.17.2] Rich text is not working when pinging stations using rich text in their name
Replies: 1
Views: 2207

[Wheybags] [0.17.2] Rich text is not working when pinging stations using rich text in their name

Reproduce like this:

1. Name a train station this:

Code: Select all

*[item=train-stop] PAX - Base Base
2. CTRL + ALT + Click on it to ping it in the chat
3. It will not properly parse rich text in the chat. See screenshot below.

Image
by Linnun
Fri Feb 16, 2018 11:38 am
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 59381

Re: Version 0.16.24

I personally am totally fine with opt-out, but please be aware that opt-out mechanics of this kind are illegal in some countries for privacy concerns.
by Linnun
Tue Jan 02, 2018 4:08 pm
Forum: Resolved Problems and Bugs
Topic: [16.11] Crash on: "LogisticPoint::unlinkFilterFromActiveRequester" RE-REOPENED
Replies: 16
Views: 4948

Re: [16.11] Crash on: "LogisticPoint::unlinkFilterFromActiveRequester" REOPENED

Same crash happens here constantly today on 16.12. Client logfile (win10): Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\factorio-8w3wjk\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack c:\cygwin64\tmp\factorio-8w3wjk\src\util\logger.cpp (...
by Linnun
Sun Dec 31, 2017 6:26 pm
Forum: Duplicates
Topic: [16.12] MP-Server Crash
Replies: 3
Views: 1877

Re: [16.12] MP-Server Crash

Caused by FlatMap::at() Factorio crashed. Generating symbolized stacktrace, please wait ... 4204.710 Warning Logger.cpp:446: Symbols.size() == 30, usedSize == 22 #0 0x0000000000b0c8ad in Logger::logStacktrace(StackTraceInfo*) at /tmp/factorio-NliCgw/src/Util/Logger.cpp:471 #1 0x00000000008a32fa in L...
by Linnun
Sun Dec 31, 2017 11:42 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [16.11] Crash on autosave REOPENED
Replies: 19
Views: 5737

Re: [kovarex] [16.11] Crash on autosave

Sandman2003 wrote:
kovarex wrote:Thanks for the report, it is fixed for 0.16.12
Awesome, hopefully this fixes my save issue as well, though it is not just auto-save - do you want another log file, or wait till post 16.12?
Feel free to post it, that way we could see if the problems might be related
by Linnun
Mon Dec 25, 2017 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Replies: 25
Views: 20795

Re: [0.16.7] Multiple splitters can uncompress belts

Can you reproduce this using only two rows of splitters? (Having only one splitter-to-splitter feed per lane)
by Linnun
Sat Dec 23, 2017 11:43 am
Forum: Duplicates
Topic: [16.7] Rotating belts causes excess compression
Replies: 1
Views: 1036

Re: [16.7] Rotating belts causes excess compression

Duplicate: https://forums.factorio.com/viewtopic.php?f=58&t=54606 To quote rseding91: This was decided as the best option when working on the belt optimization instead of putting the items back into your inventory every time you rotate a belt. Follow-up comment from reddit Not "not a bug&qu...

Go to advanced search