Search found 31 matches

by n_slash_a
Fri Jul 10, 2020 7:27 am
Forum: Not a bug
Topic: [0.18.35] Able to equip multiple pistols
Replies: 3
Views: 106

[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...
by n_slash_a
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: 106

[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. What...
by n_slash_a
Thu May 07, 2020 2:42 am
Forum: Ideas and Suggestions
Topic: Mods: Updates: Add exit options to the mod menu
Replies: 1
Views: 93

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 "Cont...
by n_slash_a
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: 96

Re: [0.18.16] Map Generator preview screen extends past edge of screen

I looked through but missed that one, sorry about that.
by n_slash_a
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: 96

[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...
by n_slash_a
Fri Mar 20, 2020 3:54 am
Forum: Resolved Problems and Bugs
Topic: [0.18.14] Blueprints won't delete
Replies: 5
Views: 522

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 ...
by n_slash_a
Thu Mar 19, 2020 4:44 am
Forum: Resolved Problems and Bugs
Topic: [0.18.14] Blueprints won't delete
Replies: 5
Views: 522

[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'...
by n_slash_a
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: 130

[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...
by n_slash_a
Thu Feb 06, 2020 7:06 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 9435

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...
by n_slash_a
Thu Jan 30, 2020 11:15 pm
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 9435

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....
by n_slash_a
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: 3
Views: 168

[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...
by n_slash_a
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: 213

[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? ...
by n_slash_a
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: 255

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...
by n_slash_a
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: 255

[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...
by n_slash_a
Sat Sep 07, 2019 5:09 am
Forum: Not a bug
Topic: [0.17.67] Rocket appears behind speed modules
Replies: 2
Views: 281

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.
by n_slash_a
Fri Sep 06, 2019 3:00 pm
Forum: Not a bug
Topic: [0.17.67] Rocket appears behind speed modules
Replies: 2
Views: 281

[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 ...
by n_slash_a
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: 161

[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 ...
by n_slash_a
Sun Jul 21, 2019 4:11 pm
Forum: Duplicates
Topic: [0.17.58] Satellie assembly machine won't accept productivity modules
Replies: 1
Views: 133

[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...
by n_slash_a
Fri Apr 12, 2019 2:08 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.23] Handcraft infinite free items
Replies: 8
Views: 3721

Re: [kovarex] [0.17.23] Handcraft infinite free items

Thanks for the report. We can still allow recipes with branching, it just needs to have non zero minimum always (which wasn't the case here). The calculator is assuming the worst possible case, but was broken with 0. Actually I got several debug-only asserts when I was trying to perform the craft. ...

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