Search found 13 matches
- Fri Dec 04, 2020 11:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.4] Can't fast replace underground belts through script
- Replies: 4
- Views: 2046
- Wed Sep 18, 2019 7:44 am
- Forum: Implemented Suggestions
- Topic: Persistant notifications to the player when queued researches are completed
- Replies: 21
- Views: 7228
Re: Research complete celebrations
Hey there. Just responding to make sure that you're aware that the researched technology name is displayed in the upper right hand corner with a flashing light once research is complete.
... Unless you had additional research in the queue - then it will just change immediately to the new one. I ...
- Fri Aug 23, 2019 11:38 am
- Forum: Ideas and Suggestions
- Topic: Allow scroll wheel to set -1 in arithmetic combinator
- Replies: 1
- Views: 1154
Allow scroll wheel to set -1 in arithmetic combinator
TL;DR
Allow mouse scroll wheel to set -1 in arithmetic combinator settings GUI.
What ?
arith-1.png
One of the most common uses for an arithmetic combinator is to multiply a signal by a constant number, most often -1. Currently, players can use the mouse wheel to quickly adjust the "set a ...
Allow mouse scroll wheel to set -1 in arithmetic combinator settings GUI.
What ?
arith-1.png
One of the most common uses for an arithmetic combinator is to multiply a signal by a constant number, most often -1. Currently, players can use the mouse wheel to quickly adjust the "set a ...
- Wed Aug 14, 2019 1:02 am
- Forum: Minor issues
- Topic: [posila] [0.17.25] Alt-info layered icon scaling issues
- Replies: 20
- Views: 7973
Re: [posila] [0.17.25] Alt-info layered icon scaling issues
So, after thinking about it more, I decided to declare the current system as good enough.
There is no real reason for us to ever change internally expected sizes, we will just change icon_size in lua as everyone else, so having to know that the icon will be rescaled so that the first layer is ...
- Sun Aug 11, 2019 5:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
- Replies: 4
- Views: 1994
Re: [0.17.64] Chart rendering ignores tint on utility sprites
The Factorio team continues to set the gold standard. This fix will help a small number of people in a big way.
You have my sincere thanks!
You have my sincere thanks!
- Sun Aug 11, 2019 3:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
- Replies: 4
- Views: 1994
Re: [0.17.64] Chart rendering ignores tint on utility sprites
Don't forget to set hr_version={ tint=whatever }
Although sprites for overlays don't use hr versions (they don't, right?), this is still a great comment because it's a good reminder for other graphics, but more importantly, it disproves my subject line, allowing it to be more precise.
I can ...
- Sat Aug 10, 2019 4:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
- Replies: 4
- Views: 1994
[posila] [0.17.64] Chart rendering ignores tint on utility sprites
Use case: trying to update a mod to change overlay color of Roboport radius (among other things), to accommodate colorblind players.
Changing the sprite to a colored png file works as expected, in the world and in the chart.
Changing the sprite to a white png file, then setting .tint works in the ...
Changing the sprite to a colored png file works as expected, in the world and in the chart.
Changing the sprite to a white png file, then setting .tint works in the ...
- Tue Aug 06, 2019 8:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.63] Mod settings GUI: scroll bar partially obscured
- Replies: 1
- Views: 1248
[kovarex] [0.17.63] Mod settings GUI: scroll bar partially obscured
With several mods enabled, open Settings, Mod Settings from the main menu or the in-game pause menu. In the Map and Per player tabs, a few pixels of the scroll bar seem to be underneath the border of the Mod settings window frame, making it a little bit challenging to grab.
Also, the width of the ...
Also, the width of the ...
- Tue Aug 06, 2019 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.62] Items switch lanes after player incorrectly extends underground belt span
- Replies: 2
- Views: 3066
- Sun Aug 04, 2019 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.62] Items switch lanes after player incorrectly extends underground belt span
- Replies: 2
- Views: 3066
[posila] [0.17.62] Items switch lanes after player incorrectly extends underground belt span
Problem description/reproduction:
Let's say you have one belt with two different items on it, for example copper and steel. To cross an obstacle, you have installed an underground belt with a span of 1 tile between hoods. Later, you decide that you need to increase the span to 2 tiles between ...
Let's say you have one belt with two different items on it, for example copper and steel. To cross an obstacle, you have installed an underground belt with a span of 1 tile between hoods. Later, you decide that you need to increase the span to 2 tiles between ...
- Sun Jul 28, 2019 8:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] Music volume setting not saved [0.17.59-8]
- Replies: 2
- Views: 2755
Re: Music volume setting not saved [0.17.59-8]
This is happening in the Windows version, too (also 0.17.59). Factorio doesn't seem to be saving the adjusted music volume setting into config.ini. After manually changing music-volume in config.ini, Factorio loads with the correct music volume level.
- Sat Jul 27, 2019 5:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.59] Right-click-drag no longer removes multiple items from blueprint editor
- Replies: 2
- Views: 2937
[0.17.59] Right-click-drag no longer removes multiple items from blueprint editor
Steps to reproduce:
Press Alt-B to prepare to create a new blueprint.
Drag a rectangle around several previously-installed buildings (e.g. pipes, belts, rails).
In the Preview portion of the blueprint editor, position pointer on a building.
Right-click-drag, moving pointer across several buildings ...
Press Alt-B to prepare to create a new blueprint.
Drag a rectangle around several previously-installed buildings (e.g. pipes, belts, rails).
In the Preview portion of the blueprint editor, position pointer on a building.
Right-click-drag, moving pointer across several buildings ...
- Fri Mar 15, 2019 8:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.12] Crash while saving when assembler holds multiple non-stackable items
- Replies: 3
- Views: 3077
[0.17.12] Crash while saving when assembler holds multiple non-stackable items
Mod:
KenirasRandomRecipes
Kenira's mod alters the quantities of ingredients and products of many recipes.
With the default mod settings, the Modular Armor recipe is changed to:
70 x Steel plate + 37 x Advanced circuit = 3 x Modular armor .
If a Save is attempted right after completion of this ...
KenirasRandomRecipes
Kenira's mod alters the quantities of ingredients and products of many recipes.
With the default mod settings, the Modular Armor recipe is changed to:
70 x Steel plate + 37 x Advanced circuit = 3 x Modular armor .
If a Save is attempted right after completion of this ...