Search found 48 matches
- 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...
- 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...
- 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...
- 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
- 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.
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.
- 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...
- 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...
- 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)
(It happens for both, output and input ports of the chemical plant)
- 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.
- 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.
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.
- 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
edit: Nevermind, I was too fast. Working now
- 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:
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.
1. Name a train station this:
Code: Select all
*[item=train-stop] PAX - Base Base
3. It will not properly parse rich text in the chat. See screenshot below.
- 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.
- 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 (...
- 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...
- 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
Feel free to post it, that way we could see if the problems might be relatedSandman2003 wrote: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?kovarex wrote:Thanks for the report, it is fixed for 0.16.12
- Sat Dec 30, 2017 6:29 am
- Forum: Resolved Problems and Bugs
- Topic: [.16.9] Game freeze then massive (35GB) memory leak
- Replies: 3
- Views: 1549
- 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)
- Mon Dec 25, 2017 4:18 pm
- Forum: Duplicates
- Topic: [0.16.07] Belts not drawn in blueprint
- Replies: 2
- Views: 1403
- 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...