Search found 35 matches

by GluAp
Wed Mar 24, 2021 2:30 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 6550

Re: Version 1.1.28

Bugfixes Fixed that focus-search didn't in some GUIs work while in the map editor. (https://forums.factorio.com/96909) Now, that I read this (and the linked Bug Report), I remembered that I completely forgot to ask you to add a shortcut key for renaming train stations with open GUI to the game. The...
by GluAp
Sat Nov 28, 2020 4:10 pm
Forum: Not a bug
Topic: [1.1.2] Upgrade Planner usability inconsistency
Replies: 3
Views: 223

Re: [1.1.2] Upgrade Planner usability inconsistency

You misunderstand the problem I have here. As an example: I have yellow belts and place an upgrade planner (filter: yellow -> blue) on it. Then the yellow belts will be marked for upgrade to blue belts. When I now use another upgrade planner (filter: blue -> yellow) on it, it won't do anything. The ...
by GluAp
Sat Nov 28, 2020 4:00 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 50697

Re: Version 1.1.0

I don't know how I manged, but it somehow completly eluded me how to flip bluprints. How do I do this? :oops: nvm - figured it out: It's "F" and "G". Feel's kind of weird, that those controls are listed under "Basic Interaction" (control settings) whereas most blueprin...
by GluAp
Sat Nov 28, 2020 3:46 pm
Forum: Not a bug
Topic: [1.1.2] Upgrade Planner usability inconsistency
Replies: 3
Views: 223

[1.1.2] Upgrade Planner usability inconsistency

Hi. Not quiet sure, if this would be classified as a bug, but anyway .. When using the upgrade planner (holding planner in hand + left MSB) on some entities, it will mark them for upgrade. You can cancel this, by holding planner in hand + shift + left MSB. Shouldn't it technically work, to use the d...
by GluAp
Wed Nov 25, 2020 5:32 pm
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1485
Views: 189867

Re: pY Raw Ores Discussion

First: I want to give a huge 'Thank you' to Pyanodon and all the contributing mod authors for creating, extending and improving this wonderful mod suit. I recently started a new Py (everything but AL) playthrough when 1.0 arrived. So far everything worked pretty well. But when I read about the 1.1 b...
by GluAp
Wed Nov 25, 2020 1:50 pm
Forum: Mod portal Discussion
Topic: [Suggestion] Additional Quicklinks on Mod Portal Startpage
Replies: 0
Views: 158

[Suggestion] Additional Quicklinks on Mod Portal Startpage

Hi there. I'd really love to have an additional quicklink (url: "https://mods.factorio.com/mod/<mod name>/changelog") for direct access to a mod's changelog, similar to the direct link for mod 'download' on the mod portal start page for every mod listed. Pictures tell more than words do, s...
by GluAp
Wed Nov 25, 2020 1:27 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Replies: 4
Views: 1297

Re: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level

Wow. Didn't expect this topic to come up again after such a long time.

Thank you very much for remembering this bug and for fixing it. Best Devs :D
by GluAp
Thu Aug 20, 2020 2:56 pm
Forum: Not a bug
Topic: [1.0.0] Fluid does not show in pipe window
Replies: 7
Views: 381

Re: [1.0.0] Fluid does not show in pipe window

Thank you boskid for the explanation. I'm pretty sure I read something similar to this some time ago in a FFF but couldn't remember anymore. To conclude this topic: It will never be possible to build (or rather use) this version. fluuuuuuuid2.png You would always have to build it like that version (...
by GluAp
Thu Aug 20, 2020 4:16 am
Forum: Not a bug
Topic: [1.0.0] Fluid does not show in pipe window
Replies: 7
Views: 381

[1.0.0] Fluid does not show in pipe window

Hi there. I was just setting up my advanced oil, when I discovered I coudn't connect a pipe system that should be empty (without assigned fluid) to one which has light oil. When I clicked the pipe the tooltip showed me that there actually was water in that pipesystem. But the pipe's fluid window did...
by GluAp
Mon Aug 17, 2020 7:49 pm
Forum: Technical Help
Topic: Can I change the save file import for steam?
Replies: 2
Views: 269

Re: Can I change the save file import for steam?

Thank you very much for your answer, however this doesn't sound like the right solution here. I have the installed steam version and several portable GOG versions (with differently named folders) on my harddrive. Why would steam search in arbitrary folders on my harddrive, load those files to the cl...
by GluAp
Fri Aug 14, 2020 5:09 pm
Forum: Technical Help
Topic: Can I change the save file import for steam?
Replies: 2
Views: 269

Can I change the save file import for steam?

Ok, I couldn't figure out a better way to describe my problem in the topic. First - Thank you all @Wube for 1.0 and everything you did to come this far. Please party hard :mrgreen: About my (problem: To honor all your hard work until today I choose to purchase factorio a second time. The first time ...
by GluAp
Mon Apr 13, 2020 10:31 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Pyramid city block train world
Replies: 2
Views: 3270

Re: Pyramid city block train world

Ok, first of all: congratulations for reaching 1k SPM and going for 2k. But I'm not convinced by your "pyramid" concept, or the naming. Because, well, the whole game is a pyramid, basically not depending on what you actually build. You will usually always take X items to make less than X n...
by GluAp
Sat Apr 04, 2020 8:56 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 265
Views: 71600

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@GluAp I am French so to reassure you, English is not my native language. France French? Canadian French? Or some other French? In one of those cases we'd be neighbours :mrgreen: the concept of "sub-blocks" is basically a simple way to know how many times I will put my blueprint (sub-bloc...
by GluAp
Thu Apr 02, 2020 5:03 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 265
Views: 71600

Hello Helfima. First of all: Thank you very much for this mod. I have been using it essentially right after finishing my first playthrough. And it has been in every playthrough I ever did since then. I have to say that in the beginning I had some difficulties understanding every feature, but I belie...
by GluAp
Thu Apr 02, 2020 9:25 am
Forum: Questions, reviews and ratings
Topic: Problem with Bobs and Angels/ 2 PCs, 2 Different recipes
Replies: 2
Views: 431

Re: Problem with Bobs and Angels/ 2 PCs, 2 Different recipes

If I remember correctly, sometimes you need to reset/refresh the technology tree for the game. This may be necessary, when a mod update changes something that already has been researched. It should be this one (or something similar to this): /c for i, player in ipairs(game.players) do player.force.r...
by GluAp
Mon Mar 30, 2020 8:01 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Replies: 4
Views: 1297

Re: [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level

Here you are:
factorio Bug - detailed info.png
factorio Bug - detailed info.png (7.31 MiB) Viewed 1285 times
fyi: I had to hide modded UI Elements
I play in windowed mode but the line is visible in FullScreen too.
by GluAp
Mon Mar 30, 2020 7:08 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Replies: 4
Views: 1297

[posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level

factorio Bug.png As you can see I encountered this black vertical line when walking through the environment. It is only visible at 3 steps in from maximum zoom level. It stays at this exakt horizontal position only - meaning: it doesn't move its position in the world. If it can be seen on a certain...
by GluAp
Mon Mar 30, 2020 5:01 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 22049

Re: Friday Facts #338 - The (real) Character GUI

[...] Now a not-so-short rant about spidertron. [...] And as far as not really having a "niche" for spidertron to fit into... I'd love to leverage a "vanilla" way to obsolete my want of the infamous Squeak Through mod. Everyone (and every powerpole) knows what happens when you d...
by GluAp
Fri Mar 13, 2020 2:47 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 22049

Re: Friday Facts #338 - The (real) Character GUI

I'm very much looking forward to playing with the new Character GUI since it is a good conclusion to your GUI efforts for the whole game. But still I'm missing a temporary request feature. Something like adding a modifier (e.g. ALT + LMB/RMB) to request items and the request beeing deleted automatic...
by GluAp
Thu Mar 05, 2020 10:46 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 57911

Re: [0.17]AutoTrash 4.1.5

Hello Choumiko. I'd like to ask (very nicely), whether this mod is still in (feature) development. I recently started my first Bobs/Angels playthrough and I'm getting a little annoyed by how many assembling type machines I can use. To get what I need I can either walk to my 'chaos (not KoS) mall' an...

Go to advanced search