Search found 32 matches
- Wed Jul 12, 2023 4:49 am
- Forum: Ideas and Suggestions
- Topic: Being able to move map tags once placed
- Replies: 22
- Views: 7255
- Fri Jul 10, 2020 7:27 am
- Forum: Not a bug
- Topic: [0.18.35] Able to equip multiple pistols
- Replies: 3
- Views: 1218
[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. Wha...
- 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: 803
[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 p...
- 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: 6411
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&quo...
- 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: 982
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: 982
[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...
- Fri Mar 20, 2020 3:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.14] Blueprints won't delete
- Replies: 5
- Views: 2901
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 in ...
- Thu Mar 19, 2020 4:44 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.14] Blueprints won't delete
- Replies: 5
- Views: 2901
[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 character'...
- 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: 861
[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 alread...
- Thu Feb 06, 2020 7:06 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32393
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 have als...
- Thu Jan 30, 2020 11:15 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32393
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: 1581
- 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: 1581
[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...
- 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: 1176
[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? ...
- 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: 1246
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 wh...
- 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: 1246
[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 us...
- Sat Sep 07, 2019 5:09 am
- Forum: Not a bug
- Topic: [0.17.67] Rocket appears behind speed modules
- Replies: 2
- Views: 1132
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: 1132
[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 ...
- Mon Jul 29, 2019 4:08 am
- Forum: Not a bug
- Topic: [0.17.59] Default upgrade planner doesn't upgrade filter inserters to stack filter inserters
- Replies: 1
- Views: 799
[0.17.59] Default upgrade planner doesn't upgrade filter inserters to stack filter inserters
What did you do? I placed down a blueprint. It contained a some fast inserters and filter inserters. I clicked on the upgrade planner button and selected the entire blueprint. What happened? All the fast inserters were upgraded to stack inserters. None of the filter inserters were upgraded to stack ...
- Sun Jul 21, 2019 4:11 pm
- Forum: Duplicates
- Topic: [0.17.58] Satellie assembly machine won't accept productivity modules
- Replies: 1
- Views: 625
[0.17.58] Satellie assembly machine won't accept productivity modules
Steps to reproduce: 1) Place down an assembly machine 2) Set the recipe to the satellite 3) Attempt to add a productivity module What I expect: Since the satellite is an intermediate product (it is under the intermediate products for hand-crafting), it should accept the module What happens: The modu...