Just a follow-up, this hasn't been fixed, right ? Or has it ?
Because i start factorio, check the setting, the startup scroll bar is showing up again,..somehow...
But, the missing scroll bar is moving to Map setting instead (no scroll bar in the Map setting).
So basically the bug is not solely ...
Search found 372 matches
- Sun Oct 06, 2019 10:59 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
- Replies: 17
- Views: 7719
- Thu Sep 05, 2019 1:29 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
- Replies: 17
- Views: 7719
Re: Mod settings startup tab missing scrollbar if many settings pressent
No, that wasn't the case at all.
There are lots of startup setting in the bottom, i still however can access it using scroll mouse, but it's alot slower than dragging scrollbar.
Here's the gif :
https://gfycat.com/embarrassedsphericalicefish
There are lots of startup setting in the bottom, i still however can access it using scroll mouse, but it's alot slower than dragging scrollbar.
Here's the gif :
https://gfycat.com/embarrassedsphericalicefish
- Wed Sep 04, 2019 1:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] Mod settings startup tab missing scrollbar if many settings pressent
- Replies: 17
- Views: 7719
Re: Mod settings startup tab missing scrollbar if many settings pressent
Can confirm, i have the same issue [0.17.67].
I attached the mod-list.json in the bottom of this post.
Here's the (partial) setting screenshot :

Note : I also tried to delete mod-settings.dat, but the issue still persist.
I attached the mod-list.json in the bottom of this post.
Here's the (partial) setting screenshot :

Note : I also tried to delete mod-settings.dat, but the issue still persist.
- Thu Aug 22, 2019 4:20 pm
- Forum: Combinator Creations
- Topic: Dry Ore Patch Train Restrictor
- Replies: 29
- Views: 13230
Re: Dry Ore Patch Train Restrictor
So it's not a new approach at all. I've do that in the past.
It's prone to false positive, that's what everyone trying to say here.
The only bulletproof way is to wire the belt all the way through every miners.
And it's not applicable on bot based setup.
If it's working in your setup, that's ...
It's prone to false positive, that's what everyone trying to say here.
The only bulletproof way is to wire the belt all the way through every miners.
And it's not applicable on bot based setup.
If it's working in your setup, that's ...
- Thu Aug 22, 2019 12:59 pm
- Forum: Combinator Creations
- Topic: Dry Ore Patch Train Restrictor
- Replies: 29
- Views: 13230
Re: Dry Ore Patch Train Restrictor
@mrvn:
Why you being rude ? It's up to anyone with whatever design they run with.
"Fun" is relative, it's not always about being efficient.
I can flip the argument and goes, why spread out for too many outpost ? If a few mining outpost can hold the production line?
For me it's easier to defend ...
Why you being rude ? It's up to anyone with whatever design they run with.
"Fun" is relative, it's not always about being efficient.
I can flip the argument and goes, why spread out for too many outpost ? If a few mining outpost can hold the production line?
For me it's easier to defend ...
- Tue Aug 20, 2019 1:15 am
- Forum: Combinator Creations
- Topic: Dry Ore Patch Train Restrictor
- Replies: 29
- Views: 13230
Re: Dry Ore Patch Train Restrictor
@mrvn:
Who said anything about the train waiting the train stop ?
Read the very first post.
1. Enabling the station when it reach the threshold. So no, the train will not waiting in the stop to load.
2. On the very last batch, it won't reach the threshold, so it will enabled the station for the ...
Who said anything about the train waiting the train stop ?
Read the very first post.
1. Enabling the station when it reach the threshold. So no, the train will not waiting in the stop to load.
2. On the very last batch, it won't reach the threshold, so it will enabled the station for the ...
- Mon Aug 19, 2019 12:15 pm
- Forum: Combinator Creations
- Topic: Dry Ore Patch Train Restrictor
- Replies: 29
- Views: 13230
Re: Dry Ore Patch Train Restrictor
@marvn:
Sigh, how do i explain this.
You should consider there are a lot of different play styles.
For instance, each of my mining outpost serves 16 loading station at the same time, with beacon and all.
Near the depletion, only few mines remaining, and since it serves 16 at the same time, they ...
Sigh, how do i explain this.
You should consider there are a lot of different play styles.
For instance, each of my mining outpost serves 16 loading station at the same time, with beacon and all.
Near the depletion, only few mines remaining, and since it serves 16 at the same time, they ...
- Fri Aug 02, 2019 12:24 am
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 24871
Re: Decider combinator with "Anything" output
+1 for this.
I'm a newb to combinator, trying to came up a simple way to pick any signal ; Output one random signal from multiple input, retain it's value.
But i really can't get around my head how to setup combi to do that.
Imagine my surprise, a simple thing like this is actually one of the ...
I'm a newb to combinator, trying to came up a simple way to pick any signal ; Output one random signal from multiple input, retain it's value.
But i really can't get around my head how to setup combi to do that.
Imagine my surprise, a simple thing like this is actually one of the ...
- Sat Jul 27, 2019 10:58 pm
- Forum: Implemented Suggestions
- Topic: Let us restrict the number of trains a train stop can accept
- Replies: 13
- Views: 6766
Re: Let us restrict the number of trains a train stop can accept
Are these feature is still on the line ?
I really wish this feature.
Recently i've been playing with Concurrent Train Restriction mod,
https://mods.factorio.com/mod/ConcurrentTrainRestriction
And i can't help but amazed how simple yet powerful this train restriction feature are, this really should ...
I really wish this feature.
Recently i've been playing with Concurrent Train Restriction mod,
https://mods.factorio.com/mod/ConcurrentTrainRestriction
And i can't help but amazed how simple yet powerful this train restriction feature are, this really should ...
- Thu Jul 11, 2019 11:13 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 30900
Re: Version 0.17.56
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
I bet that means that the Rail Bridge mod doesn't work anymore. :(
Any reason for removing this? I understand it was an unintended feature, but it also feels harmless ...
- Thu Jul 11, 2019 12:28 pm
- Forum: Combinator Creations
- Topic: Dry Ore Patch Train Restrictor
- Replies: 29
- Views: 13230
Re: Dry Ore Patch Train Restrictor
This is EXACTLY what i need.
Thank you !
Thank you !
- Tue Jun 04, 2019 5:04 am
- Forum: Ideas and Suggestions
- Topic: Alt-mode Combinator interface setting to show only selected entity.
- Replies: 0
- Views: 1017
Alt-mode Combinator interface setting to show only selected entity.
Just like the title said, an option (checkbox) to show only Constant combi setting (or arithmatic, or decider) and hide the rest of combi would be nice.
After i finished build my circuit, in my case i control with constant combi (to order/set threshold/adjust, etc)
I don't need to see the rest of ...
After i finished build my circuit, in my case i control with constant combi (to order/set threshold/adjust, etc)
I don't need to see the rest of ...
- Wed May 29, 2019 1:07 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 88123
Re: [MOD 0.17] Crafting Combinator
How to deal with multiple signal so the crafting combi doesn't go back and forth, more often it didn't even finished crafting at all, just looping recipe / crafting.
-----
Edit :
OK, i solved it, kinda....
Basically i use Signal Cycle by Hexicube, from here :
https://www.reddit.com/r/factorio ...
-----
Edit :
OK, i solved it, kinda....
Basically i use Signal Cycle by Hexicube, from here :
https://www.reddit.com/r/factorio ...
- Mon May 20, 2019 6:56 am
- Forum: Ideas and Suggestions
- Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
- Replies: 80
- Views: 32532
Re: Save custom world presets
Newb Question :
Why a mod can't alter / add functionality (save preset) in map generator ?
Why a mod can't alter / add functionality (save preset) in map generator ?
- Sun May 19, 2019 3:34 pm
- Forum: Gameplay Help
- Topic: Fluid throughput problem
- Replies: 6
- Views: 3530
Re: Fluid throughput problem
I figure out what went wrong. This shared pipes setup is working, it's a matter of throughput flow rate drop due pipe distance.
So for those who happen to read this late:
I need 2040 u/s of water.
It will be provided using a shared pipe from 2 offshore pump, each with 1200 u/s giving me a total ...
So for those who happen to read this late:
I need 2040 u/s of water.
It will be provided using a shared pipe from 2 offshore pump, each with 1200 u/s giving me a total ...
- Sun May 19, 2019 5:49 am
- Forum: Mods
- Topic: [MOD 0.16] Helicopters
- Replies: 117
- Views: 64107
Re: [MOD 0.16] Helicopters
edit:removed my post, it has been addressed in mod portal
- Sun May 19, 2019 5:19 am
- Forum: Gameplay Help
- Topic: Fluid throughput problem
- Replies: 6
- Views: 3530
Re: Fluid throughput problem
I know about offshore pump is outputting 1200 u/s, thus only support 10 boilers, 20 steam engine (20*30 unit/s)
My 34 boilers, 68 steam engine is not a common ratio, but it's not random number that i use, it's the max what yellow belt can support if using coal.
From factoriocheatsheet.com, the ...
My 34 boilers, 68 steam engine is not a common ratio, but it's not random number that i use, it's the max what yellow belt can support if using coal.
From factoriocheatsheet.com, the ...
- Sun May 19, 2019 4:08 am
- Forum: Gameplay Help
- Topic: Fluid throughput problem
- Replies: 6
- Views: 3530
Fluid throughput problem
I can't figure out what's wrong with this, i'm playing [0.17.41] to be clear.
My standard layout :
34 boilers, 68 Steam Engines, produce exactly what it should be, a 61.2 MW.
http://i.imgur.com/9TM3EVAh.jpg
And i want to build a bigger (or longer layout), for solid fuel.
And it will use a ...
My standard layout :
34 boilers, 68 Steam Engines, produce exactly what it should be, a 61.2 MW.
http://i.imgur.com/9TM3EVAh.jpg
And i want to build a bigger (or longer layout), for solid fuel.
And it will use a ...
- Wed May 15, 2019 3:29 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 73886
Re: [0.12]Ideas, suggestions & discussion
Wow, a complete rewrite ?
OK, time to plug another suggestion.
Regarding laying blueprint.
I literally use FARL for every tileable blueprint, other player placing tileable solar BP with roboport ?
Nah, doing it with FARL is much faster 😁, plus the farther the layout goes, a bot based build will ...
OK, time to plug another suggestion.
Regarding laying blueprint.
I literally use FARL for every tileable blueprint, other player placing tileable solar BP with roboport ?
Nah, doing it with FARL is much faster 😁, plus the farther the layout goes, a bot based build will ...
- Tue May 14, 2019 1:03 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 73886
Re: [0.12]Ideas, suggestions & discussion
Not sure if Choumiko still read forum or mod portal, anyway this is my suggestion :
I think we all do this; when it comes to laying intersection, T-Junction or whatever rail layout we have, we place the blueprint manually.
Usually, (in most player blueprint book that i seen/play), they included ...
I think we all do this; when it comes to laying intersection, T-Junction or whatever rail layout we have, we place the blueprint manually.
Usually, (in most player blueprint book that i seen/play), they included ...