Nice to see this is already fixed.
Just in case it might help any further, here are my two logs and reproduction steps:
The one from the signal tutorial was on a blank map with /unlock-tips
Also in both cases I had the crafting menu open, when clicking the finish button.
Search found 32 matches
- Tue Nov 24, 2020 9:33 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.0] Crash at end of chest tutorial (SimulationWidget::runInitUpdates)
- Replies: 4
- Views: 1900
- Sat Oct 03, 2020 10:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Minitutorial Basic Logistic System does not progress when not using first slots
- Replies: 2
- Views: 1174
- Wed Sep 16, 2020 3:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Minitutorial Basic Logistic System does not progress when not using first slots
- Replies: 2
- Views: 1174
[Klonan] [1.0.0] Minitutorial Basic Logistic System does not progress when not using first slots
Steps to reproduce In the section where you need to set the logistic request using any of the slots except the first five will not fullfill the current objective. Expected behaiviour Setting the request on any slot should complete the objective. Example Image https://www.dropbox.com/s/j3idplotqd1v6...
- Sat May 23, 2020 8:33 am
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 59358
Re: Friday Facts #348 - The final GUI update
The new Icons are completely awesome! Just too things i noticed on the in-game screenshot: The sulfur seems quite close in its averaged/blurred tonality to GC now that it has this great slight greenish tint. And the single batteries seem hard to spot on the belt, maybe the body could have some featu...
- Tue Oct 29, 2019 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint chunking for bot batch placement of entities
- Replies: 8
- Views: 2794
Re: Blueprint chunking for bot batch placement of entities
Yup, that’s exactly the point why I deemed the optimization might as well happen in a “very slow” pace which is extremely cpu efficient because in the worst case for a while you could be as slow as without ghost groups, but could end up way faster in the end.
- Tue Oct 29, 2019 5:28 am
- Forum: Ideas and Suggestions
- Topic: Move Chat Window
- Replies: 2
- Views: 1368
Re: Move Chat Window
Imo chat-on-top would be a visually bad choice. Why not force a line break by the border of the toolbar?
- Mon Oct 28, 2019 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint chunking for bot batch placement of entities
- Replies: 8
- Views: 2794
Re: Blueprint chunking for bot batch placement of entities
But I think there is too much work that can only be done at placement time. Like checking which parts of the blueprint are in what construction network. On the other hand if you simply group all ghosts in the same chunk you get a nice benefit for any large building projects at little to no cpu cost...
- Mon Oct 28, 2019 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint chunking for bot batch placement of entities
- Replies: 8
- Views: 2794
Re: Blueprint chunking for bot batch placement of entities
Sorry, I tried to find WHY you want to do assign bots to chunks. I also think there is a “not so good” 8-) usage of the word “chunk” which means in a Factorio an area of 32x32 tiles. Do you think you can explain your idea in two sentences? Ok, maybe I should have elaborated more on what a chunk wou...
- Sun Oct 27, 2019 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint chunking for bot batch placement of entities
- Replies: 8
- Views: 2794
Blueprint chunking for bot batch placement of entities
I already sketched this idea in the #318 FFF thread , but I figured it was not quite understandable, what my idea actually was, so here I want to propose it again in a proper way. TL;DR: the basic idea is to subdivide a blueprint into chunks. Bots don't get assigned to build entities directly, but g...
- Fri Oct 25, 2019 4:31 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 51456
Re: Friday Facts #318 - New Tooltips
I don’t know how expensive this might get with really big blueprints, but what about fracturing a blueprint internally into chunks withe the amount of bots varying size entities of the same entity. This could happen on blueprint creation and be stored in the blueprint so it’s only expensive once. Pl...
- Fri Sep 20, 2019 4:40 pm
- Forum: News
- Topic: Friday Facts #313 - Light at the end of the bug tunnel
- Replies: 58
- Views: 28060
Re: Friday Facts #313 - Light at the end of the bug tunnel
the new landfill looks like waffles, it's great!!
Thanks for always being open to community input.
Thanks for always being open to community input.
- Wed Mar 13, 2019 11:00 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
- Replies: 6
- Views: 4115
Re: [wheybags] [0.17.9] Rich text tags can't be deleted
Oh, then you probably need a capable intern to go through this hell :twisted: It will be a good lesson for any upcoming developer. If the urge for Mac developers wouldn’t be so big it also would be a good job application test ;) And ofc it was actually to obvious that you implemented it the way it i...
- Wed Mar 13, 2019 7:20 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.9] Rich text tags can't be deleted
- Replies: 6
- Views: 4115
Re: [wheybags] [0.17.9] Rich text tags can't be deleted
Will the 200 character limit be increase on train stations? Its going to get used up fast with all the Rich Text people are starting to use. Maybe for rich text entity icons a conversion to to Unicode glyphs with use of the UTF+16 PUA could be a solution. Iirc Unicode is implemented anyway for supp...
- Fri Mar 01, 2019 6:03 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Console command to unlock Research Queue
- Replies: 10
- Views: 43296
[0.17.x] Console command to unlock Research Queue
Please add a /unlock-research-queue similar to the /unlock-quick-bar to add this to maps already started with out the option checked at mapgen. The necessity mostly arises with maps converted from versions prior to 0.17 where Rocket has not been launched yet. But also for maps where it simply was mi...
- Thu Feb 28, 2019 8:48 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Quick Put in Crafting Machine Menu tweak
- Replies: 0
- Views: 640
[0.17.x] Quick Put in Crafting Machine Menu tweak
I assume behind the name "quick put" (took it from the screenshots generated by the NPE campaign) are basically three general mechanics: putting items into machines by dropping them onto entities (assemblers, furnaces, burners etc.) by ctrl-leftclick for all items in hand and ctrl-rightcli...
- Thu Feb 28, 2019 6:58 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Toolbar Tweaks
- Replies: 7
- Views: 2191
Re: [0.17.x] Toolbar Tweaks
I want to suggest another possible solution for (re)arranging the shortcuts in the quickbar: click+hold-drag moves shortcut ctrl-click+hold-drag copies shortcut to delete item drag to space outside the quickbar border I think this resembles common workflow for moving and copying items and therefore ...
- Thu Feb 28, 2019 4:38 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 36255
Re: Version 0.17.2
Forgot to mention, I love the new quickbar. Just doesn't work the way I feel is intuitive. I think I should be able to move the links around without it making duplicates of the same link. So, I think it should work something like the quickbar in 0.16.51. Also, I feel it's more intuitive to allow me...
- Thu Feb 28, 2019 4:30 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 36255
Re: Version 0.17.2
In version 0.16.51, when you open an assembler to make gears, and you have 100 iron plates in your Quickbar (the right terminology), you can ctrl-rightclick on that icon, you throw in 50 iron plates into the assembler. Ah, now i see, what you are missing. Then, you can open another assembler that m...
- Thu Feb 28, 2019 3:20 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 36255
Re: Version 0.17.2
Neither the Steam version nor the downloaded version will launch on Mac OS X 10.11.6 (El Cap) factorio cannot be opened because of a problem. Check with the developer to make sure factorio works with this version of OS X. You may need to reinstall the application. Be sure to install any available u...
- Thu Feb 28, 2019 3:18 pm
- Forum: Releases
- Topic: Version 0.17.2
- Replies: 50
- Views: 36255
Re: Version 0.17.2
I think it should be made easier for one to insert stuff into assemblers, miners, etc, from the "links" when the assembler properties are opened. Like in previous version, you can control-click or control-right-click for half, and whammo, it goes into the assembler ingredients. Now, you g...