Search found 11 matches

by Fexx
Fri May 03, 2019 11:20 am
Forum: Duplicates
Topic: [0.17.35] Production statistics incorrect
Replies: 0
Views: 519

[0.17.35] Production statistics incorrect

This is a repost of https://forums.factorio.com/viewtopic.php?f=23&t=69068 which was (imo) incorrectly labeled as "not a bug". In particular I want to raise attention to the following post, where the total amount of produced items is referred to (not the average values): overall 17M of...
by Fexx
Fri May 03, 2019 11:13 am
Forum: Resolved Problems and Bugs
Topic: [0.17.35] You're Doing it Right achievement doesn't count it right
Replies: 4
Views: 1372

Re: [0.17.35] You're Doing it Right achievement doesn't count it right

Alright, I'm having this problem (not counting built things) too. Reported it here: viewtopic.php?f=7&t=70299
by Fexx
Fri May 03, 2019 11:12 am
Forum: Resolved Problems and Bugs
Topic: [0.17.35] You're doing it right achievement broken
Replies: 1
Views: 853

[0.17.35] You're doing it right achievement broken

I have started a vanilla 0.17. game with a friend to finally finish up on my achievements, among which is "you're doing it right". Yesterday, we loaded up the save which was saved with 0.17.33 and started playing it with 0.17.35. I have the achievement tracked and right now it's at "2...
by Fexx
Fri May 03, 2019 11:02 am
Forum: Resolved Problems and Bugs
Topic: [0.17.35] You're Doing it Right achievement doesn't count it right
Replies: 4
Views: 1372

Re: [0.17.35] Multiple bug report - You're Doing it Right achievement, slight bit of change in inventory UI disturbance

Very first line of "How to report a bug - READ BEFORE POSTING":
Only one bug per report.

But about the "You're doing it right" achievement: Is it counting anything else? Because I assume the pump is not the first thing you placed.
by Fexx
Sat Apr 20, 2019 9:46 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
Replies: 6
Views: 3960

Re: [0.17.25] Production values displayed incorrectly

I just wanted to report the same. It's quite confusing, and I can't see how this is not a bug.
by Fexx
Wed Apr 03, 2019 1:09 pm
Forum: Not a bug
Topic: [0.17.24] being able to deconstruct in map view
Replies: 1
Views: 717

[0.17.24] being able to deconstruct in map view

When in map view, you usually can't deconstruct any entities. However, if hold the right mouse button to remove a ghost entity, and then keep holding it, you can deconstruct entities in your reach. Not a big issue, but I thought I'd let you know. Was first reported as a perceived bug in a mod, but t...
by Fexx
Sun Mar 03, 2019 4:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Chat Button switched on German Layout
Replies: 4
Views: 1352

Re: [0.17.0] Chat Button switched on German Layout

Thanks four your reply.
As additional information, the key left to the "1" (which is "^" and is called Zirkumflex here) has the bad habit of adding itself to the chat message, so I see a lot of chat messages like "âlright" or "^hello".
by Fexx
Tue Feb 26, 2019 10:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Chat Button switched on German Layout
Replies: 4
Views: 1352

Re: [0.17.0] Chat Button switched on German Layout

Ok thanks.

Maybe that should be renamed then, as it's hard to find.
Most players probably won't even know what the Lua console is.
by Fexx
Tue Feb 26, 2019 10:05 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Chat Button switched on German Layout
Replies: 4
Views: 1352

[0.17.0] Chat Button switched on German Layout

What did you do? I joined a multiplayer game and wanted to chat. So I pressed "ö", which is the button the chat has always been bound to in previous versions (without me assigning it, it has been like that since I installed Factorio). I then went to the control settings to bind the key ma...
by Fexx
Thu Jan 18, 2018 5:56 pm
Forum: Modding help
Topic: Mod not applied when other mods are added/removed?
Replies: 4
Views: 1772

Re: Mod not applied when other mods are added/removed?

Thanks for your replies.

Yes, on_load is irrelevant for me, as I am modifying game.forces

So from your perspective, the only possibility is other mods which override this settings? Because people report that it happens with "any mod" that is added or removed, not just one particular.
by Fexx
Sat Jan 13, 2018 4:22 pm
Forum: Modding help
Topic: Mod not applied when other mods are added/removed?
Replies: 4
Views: 1772

Mod not applied when other mods are added/removed?

Hi, As similar mods did not seem to be updated at that point, so when 0.16 was released I created the mod Far Reach which is a pretty simple mod that extends the reach of the character. The distance is configurable. For me, everyhing works fine, but I got several reports that the mod do not get appl...

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