I am seeing this as well, version 2.0.20. Screenshot and logfile attached. I can confirm it occurs shortly after arriving on Volcano.
Edit: Right after the scenario arrives, my character is still firmly on Nauvis.
Search found 34 matches
- Wed Nov 20, 2024 7:15 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.18] Orbital logistics tips&tricks crash (position is missing)
- Replies: 8
- Views: 1850
- Mon Nov 04, 2024 4:47 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)
- Replies: 7
- Views: 2336
[kovarex] [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)
What did you do?
I was trying to extend my main bus. Was in Remote View (all belts were ghosts). Added my new connections to the new build, and was bringing the belts backward to reconnect with the bus.
What happened?
When my new belt connected with the existing belts, it added an underground ...
I was trying to extend my main bus. Was in Remote View (all belts were ghosts). Added my new connections to the new build, and was bringing the belts backward to reconnect with the bus.
What happened?
When my new belt connected with the existing belts, it added an underground ...
- Wed Jul 12, 2023 4:49 am
- Forum: Implemented Suggestions
- Topic: Being able to move map tags once placed
- Replies: 25
- Views: 12470
- Fri Jul 10, 2020 7:27 am
- Forum: Not a bug
- Topic: [0.18.35] Able to equip multiple pistols
- Replies: 3
- Views: 1765
[0.18.35] Able to equip multiple pistols
This is a pretty minor bug, but thought you would want to know.
What did you do?
I died twice. Then I went to put my pistols in my weapons slots. I had 3 pistols, so I figured I would put one in each weapon slot. I picked up my stack of pistols from my corpse, and then put then in a weapon slot ...
What did you do?
I died twice. Then I went to put my pistols in my weapons slots. I had 3 pistols, so I figured I would put one in each weapon slot. I picked up my stack of pistols from my corpse, and then put then in a weapon slot ...
- Fri May 22, 2020 4:32 am
- Forum: Not a bug
- Topic: [0.18.26] Power pole wires not visible in map view
- Replies: 2
- Views: 1150
[0.18.26] Power pole wires not visible in map view
What did you do?
In the tutorial, map 5, I found the solar farm in the bottom left of the map. I then attached power from my base to it. Then in map view, zoomed out, with "Electrical Network" enabled, I noticed that the existing power lines did not show up, only the ones for the poles I place ...
In the tutorial, map 5, I found the solar farm in the bottom left of the map. I then attached power from my base to it. Then in map view, zoomed out, with "Electrical Network" enabled, I noticed that the existing power lines did not show up, only the ones for the poles I place ...
- Thu May 07, 2020 2:42 am
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 10327
Mods: Updates: Add exit options to the mod menu
TL;DR
When updating mods, add an option to exit the game or continue the current save after the update.
What ?
I search and found a few topics similar, but none that matched.
Similar to how the "Sync mods with save" menu works, add two check boxes. One for "Exit game after update" and one for ...
When updating mods, add an option to exit the game or continue the current save after the update.
What ?
I search and found a few topics similar, but none that matched.
Similar to how the "Sync mods with save" menu works, add two check boxes. One for "Exit game after update" and one for ...
- Fri Mar 27, 2020 4:51 am
- Forum: Duplicates
- Topic: [0.18.16] Map Generator preview screen extends past edge of screen
- Replies: 2
- Views: 1352
Re: [0.18.16] Map Generator preview screen extends past edge of screen
I looked through but missed that one, sorry about that.
- Fri Mar 27, 2020 2:13 am
- Forum: Duplicates
- Topic: [0.18.16] Map Generator preview screen extends past edge of screen
- Replies: 2
- Views: 1352
[0.18.16] Map Generator preview screen extends past edge of screen
What did you do?
I started up Factorio, clicked Single Player, New Game, Next (to play Freeplay), and the map generator screen opened. I imported a map string from this reddit post https://www.reddit.com/r/factorio/comments/fp604o/fun_island_map_id_like_to_share_map_exchange/flkks19?utm_source=share ...
I started up Factorio, clicked Single Player, New Game, Next (to play Freeplay), and the map generator screen opened. I imported a map string from this reddit post https://www.reddit.com/r/factorio/comments/fp604o/fun_island_map_id_like_to_share_map_exchange/flkks19?utm_source=share ...
- Fri Mar 20, 2020 3:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.14] Blueprints won't delete
- Replies: 5
- Views: 4005
Re: [0.18.14] Blueprints won't delete
Steps to reproduce:
1. Load the save file
2. Left click on car
3. Right click on either of the blueprints, the deconstruction planner, or the upgrade planner
4. Left click on the destroy blueprint icon
Save attached. city1.zip
Note, the save has a dozen or so mods, but this bug can be reproduced ...
1. Load the save file
2. Left click on car
3. Right click on either of the blueprints, the deconstruction planner, or the upgrade planner
4. Left click on the destroy blueprint icon
Save attached. city1.zip
Note, the save has a dozen or so mods, but this bug can be reproduced ...
- Thu Mar 19, 2020 4:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.14] Blueprints won't delete
- Replies: 5
- Views: 4005
[0.18.14] Blueprints won't delete
What did you do?
Open the character GUI (press e), right-click on a blueprint in the character's inventory, click on the delete (red trash) icon. I tried both right-clicking and left-clicking on the delete icon, same result.
What happened?
Nothing. The blueprint closed and returned to the ...
Open the character GUI (press e), right-click on a blueprint in the character's inventory, click on the delete (red trash) icon. I tried both right-clicking and left-clicking on the delete icon, same result.
What happened?
Nothing. The blueprint closed and returned to the ...
- Fri Feb 14, 2020 9:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] UI Alert for out-of-fuel for burner inserters and stone furnaces
- Replies: 1
- Views: 1233
[Mod Request] UI Alert for out-of-fuel for burner inserters and stone furnaces
We have UI alerts when trains run out of fuel. I was hoping there could be a mod for when a burner inserter, stone furnace, or steel furnace does not have fuel. I know this can be done with combinators and speakers, but I was hoping for a non-circuit-network solution.
Is there a mod like this ...
Is there a mod like this ...
- Thu Feb 06, 2020 7:06 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 43236
Re: Make save game overwrites less dangerous
One more use case possibly? If the selected save has a different map string than the current save.
I didn't want to complicate the code too much. Version and playtime are in an easy to read header, so that made the implementation quite clean.
Understand, I figured the exchange string would ...
- Thu Jan 30, 2020 11:15 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 43236
Re: Make save game overwrites less dangerous
There are many reasons for the current behavior. Typically you are expected to save over your previous save to avoid file cluttering. If not, you will typically only change the last digit(s), e.g. no_spoon_playthough_try_2_3 - > no_spoon_playthough_try_2_4, so selecting your last save is preferred ...
- Mon Jan 20, 2020 2:51 am
- Forum: Not a bug
- Topic: [0.17.79] Inventory split does not round properly for Cargo Wagons
- Replies: 4
- Views: 2191
- Sun Jan 19, 2020 6:39 pm
- Forum: Not a bug
- Topic: [0.17.79] Inventory split does not round properly for Cargo Wagons
- Replies: 4
- Views: 2191
[0.17.79] Inventory split does not round properly for Cargo Wagons
What did you do?
I have an assembly machine making cargo wagons. They are deposited in a chest, with an inserter circuit controlled to only put 16 wagons in (I am using 1-8 trains, so this is enough wagons for 2 trains).
I don't have logistic bots yet, so I grab the wagons manually. I just wanted to ...
I have an assembly machine making cargo wagons. They are deposited in a chest, with an inserter circuit controlled to only put 16 wagons in (I am using 1-8 trains, so this is enough wagons for 2 trains).
I don't have logistic bots yet, so I grab the wagons manually. I just wanted to ...
- Fri Nov 08, 2019 6:23 pm
- Forum: Not a bug
- Topic: [0.17.76] Armor GUI doesn't change when changing armor
- Replies: 3
- Views: 1701
[0.17.76] Armor GUI doesn't change when changing armor
When swapping out armors in Armor slot, then armor GUI does not update. In the screenshots and text, I am using the Power Armor MK2 and MK3 (from the Power Armor MK3 mod), but I just replicated it with the vanilla Power Armor and Power Armor MK2, so I don't think it is mod related.
What did you do ...
What did you do ...
- Fri Nov 01, 2019 7:58 pm
- Forum: Won't fix.
- Topic: [0.17.74] Module request count not updated after upgrade planner changes assembly mahcine ghost
- Replies: 3
- Views: 1739
Re: [0.17.74] Module request count not updated after upgrade planner changes assembly mahcine ghost
Thanks for the report. However, that's working as intended. It's an intended simplification and performance savings that the request count doesn't have to care if someone or something changes out the target.
I understand, that is a reasonable expectation.
The expectation is maybe reasonable, but ...
I understand, that is a reasonable expectation.
The expectation is maybe reasonable, but ...
- Fri Nov 01, 2019 4:38 pm
- Forum: Won't fix.
- Topic: [0.17.74] Module request count not updated after upgrade planner changes assembly mahcine ghost
- Replies: 3
- Views: 1739
[0.17.74] Module request count not updated after upgrade planner changes assembly mahcine ghost
What did you do?
I placed down a blueprint containing an assembly machine 3, which has 4 modules. In my current game, I do not yet have assembly machine 3 researched, so I used the upgrade planner to downgrade the machine 3 to machine 2, and then placed the machine 2 down. The upgrade planner was ...
I placed down a blueprint containing an assembly machine 3, which has 4 modules. In my current game, I do not yet have assembly machine 3 researched, so I used the upgrade planner to downgrade the machine 3 to machine 2, and then placed the machine 2 down. The upgrade planner was ...
- Sat Sep 07, 2019 5:09 am
- Forum: Not a bug
- Topic: [0.17.67] Rocket appears behind speed modules
- Replies: 2
- Views: 1502
Re: [0.17.67] Rocket appears behind speed modules
Hi.
Fair enough to say it isn't a bug.
Yes, I also have a rocket silo with the inserters at the top, and when the rocket is prepped for launch it extends over the inserters, and the arrows look out of place.
Fair enough to say it isn't a bug.
Yes, I also have a rocket silo with the inserters at the top, and when the rocket is prepped for launch it extends over the inserters, and the arrows look out of place.
- Fri Sep 06, 2019 3:00 pm
- Forum: Not a bug
- Topic: [0.17.67] Rocket appears behind speed modules
- Replies: 2
- Views: 1502
[0.17.67] Rocket appears behind speed modules
What did you do?
I launched a rocket and watched the animation. The rocket silo was surrounded by speed beacons. Look at the bottom middle silo.
What happened?
The rocket sprite appeared behind the the speed modules (but not the beacon itself) for about the top 1/3 to 1/2 of the rocket sprite.
What ...
I launched a rocket and watched the animation. The rocket silo was surrounded by speed beacons. Look at the bottom middle silo.
What happened?
The rocket sprite appeared behind the the speed modules (but not the beacon itself) for about the top 1/3 to 1/2 of the rocket sprite.
What ...