Search found 103 matches
- Mon Aug 08, 2022 2:51 pm
- Forum: Resolved for the next release
- Topic: [Donion] [1.1.63] Most sounds stop playing after hours of play
- Replies: 6
- Views: 508
Re: [Donion] [1.1.63] Most sounds stop playing after hours of play
The problem disappeared once I saved-restarted-reloaded, so I don't think a save would be useful? I will take a look at the sound instances if the problem reoccurs.
- Tue Aug 02, 2022 9:55 am
- Forum: Resolved for the next release
- Topic: [Donion] [1.1.63] Most sounds stop playing after hours of play
- Replies: 6
- Views: 508
[Donion] [1.1.63] Most sounds stop playing after hours of play
I am doing a game of the mod Warptorio 2 expansion. After some hours of play, I noticed that most sounds were not playing. Notably the warp countdown alert. This worked well on the old sound engine. Restarting Factorio fixed it - this was not necessary on the old sound engine.
- Mon Aug 30, 2021 11:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Biters run away from activating mines
- Replies: 4
- Views: 2136
Re: Biters run away from activating mines
But lemmings biters are not normally know for their sense of self-preservation, with e.g. single biters running straight at walls of turrets...
- Mon Aug 30, 2021 9:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Biters run away from activating mines
- Replies: 4
- Views: 2136
[Oxyd] Biters run away from activating mines
Mines have an activation time, after which they become invisible to enemies. When this happens, biters who were targeting the mine seems to for whatever reason run far away from the mine, instead of trying to acquire a new target. Video demonstration: https://thuejk.dk/factorio_biters_mine_big_2021_...
- Mon May 03, 2021 1:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.32] Blueprint copying ignores planned belt direction changes
- Replies: 1
- Views: 1320
[1.1.32] Blueprint copying ignores planned belt direction changes
So some time ago I made "Blueprints ignore planned upgrades" (https://forums.factorio.com/73287), where I pointed out that a blueprint copy should implement ghosted changes to the thing being copied. This was implemented by Kovarex. However, there is one other case where "ghosted"...
- Wed Mar 24, 2021 5:56 pm
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 9496
Re: Version 1.1.28
NiceFactorioBot wrote: βWed Mar 24, 2021 1:27 pmMinor Features
- The announcement of player death now contains GPS tag with the location.

- Tue Mar 02, 2021 10:13 pm
- Forum: Implemented Suggestions
- Topic: Make the corpse smaller and more ground-colored
- Replies: 15
- Views: 1940
Re: Make the corpse smaller and more ground-colored
@Kyralessa
That is clearly the superior gameplay design. I am surprised they haven't implemented it already. That way you could spend even more time on this the best part of Factorio.
That is clearly the superior gameplay design. I am surprised they haven't implemented it already. That way you could spend even more time on this the best part of Factorio.
- Tue Mar 02, 2021 11:57 am
- Forum: Implemented Suggestions
- Topic: Make the corpse smaller and more ground-colored
- Replies: 15
- Views: 1940
Make the corpse smaller and more ground-colored
I think every Factorio player knows about searching for your corpse, when you are not 100% sure where it is, to reclaim your expensive powerarmor and inventory. Frustrated pixelhunting for your corpse is clearly the best part of the game, central to the Factorio experience. My suggestion is to make ...
- Sun Feb 21, 2021 11:24 am
- Forum: Not a bug
- Topic: [1.1.25] Can't ghost-place in fog of war
- Replies: 1
- Views: 477
[1.1.25] Can't ghost-place in fog of war
The 1.1.15 changelog said: - Allowed to build blueprints anywhere regardless fog of war. However, this seems to be inconsistent. if I hold e.g. a single powerpole in my hand and shift-click with it in the fog of war, I get the error message "Cannot build in fog of war". But if I have a blu...
- Wed Feb 10, 2021 10:54 am
- Forum: Minor issues
- Topic: [kovarex] [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
- Replies: 7
- Views: 1505
Re: [1.1.19] Autodrag underground belt removes belt from unconnected beltnetwork
Simpler test case. It seems clear that it just considers all belts going the other way as replaceable. IMO this is a real bug.
- Fri Jan 15, 2021 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
- Replies: 2
- Views: 1224
Re: [kovarex] [1.1.11] Power pole dragging fails to power inserter
Thanks for the fix :). We have known about this bug for some time. But AntiElitz thought that this bug was covered by one of the other power pole bug reports, so we did not report it separately. The bug has not been there "forever" (I don't know how literally you meant that). Nefrums has u...
- Thu Jan 14, 2021 9:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.11] Power pole dragging fails to power inserter
- Replies: 2
- Views: 1224
[kovarex] [1.1.11] Power pole dragging fails to power inserter
If you hold down the left mouse button with a power pole selected, the game is supposed to autoplace enough power poles so all entities are powered. However, as shown in the attached video, the top right inserter does not get powered, even though it should. Note that if I move the mouse so it does n...
- Wed Jan 13, 2021 11:51 am
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 6820
Re: Increase bot queue processing rate
My main issue is the failed attempts, which slows down to 1 per tick. What often happens is that there are many unconstructable ghosts in my world. And the queue will then repeatedly cycle through these unconstructable ghosts at one per tick, each time taking many seconds. So the suboptimal thing is...
- Wed Jan 13, 2021 11:41 am
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 6820
Re: Increase bot queue processing rate
the system checks 10 (CORRECTION, it checks between 1 and 4 by default depending on successes or failures) ghosted entities per tick I think it is between 1 and 3? max_successful_attempts_per_tick_per_construction_queue is 3 when I print it out ingame. max_failed_attempts_per_tick_per_construction_...
- Mon Jan 11, 2021 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Disallow power poles to be automatically placed over ghosts
- Replies: 15
- Views: 1626
Re: Disallow power poles to be automatically placed over ghosts
This seems like an obviously good idea to me. I have never ever wanted dragged power poles to destroy ghosts.
- Wed Dec 09, 2020 1:44 pm
- Forum: Duplicates
- Topic: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
- Replies: 5
- Views: 1169
Re: [kovarex] [1.1.0] Crash loading save from 1.0.0 (BlueprintLibrary::applyUpdateBlueprintShelfData)
blueprint-storage.dat attached.
- Thu Dec 03, 2020 9:32 pm
- Forum: Ideas and Suggestions
- Topic: Empty Module Slots and Upgrade Planner - Let's Talk
- Replies: 18
- Views: 3022
- Fri Nov 27, 2020 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 30033
Re: [kovarex] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
Another example of why remembered power connections should not be default, from Nefrums' speedrun yesterday: https://clips.twitch.tv/HedonisticCuriousSardineKappa Blueprinting something, and then dragging power through it along the blueprinted power poles, seems like a reasonable use case to me. But...
- Wed Nov 25, 2020 6:41 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 2536
Re: Snap to grid should default to relative again
Relative, please!
- Wed Nov 25, 2020 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 30033
Re: Power Pole connections saved in Blueprints leads to unacceptable and pseudo random connection behavior. Please rever
One way to "fix" the power pole blueprinting would be to have a checkbox when creating it, saying "save power wire layout". Default off. Like the "include trains" checkbox.