I came to report this bug, and searched first, and was suprised to find this in "Not a bug".
When there's a cargo car that is causing a Train Group schedule to continue to exist, there's no way to determine that. It doesn't show up in the Train Groups list. And if you put down a new locomotive in ...
Search found 12 matches
- Mon Dec 09, 2024 12:40 pm
- Forum: Not a bug
- Topic: [2.0.22] Train group holding config with no active trains
- Replies: 2
- Views: 272
- Thu Mar 14, 2019 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
- Replies: 10
- Views: 5975
Re: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
@Twinsen, this is not resolved. Quickbars 2, 3, and 4 do not update on screen.
https://imgur.com/qAbB8Yi
https://imgur.com/qAbB8Yi
- Tue Mar 12, 2019 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
- Replies: 10
- Views: 5975
- Mon Mar 11, 2019 1:56 pm
- Forum: Ideas and Suggestions
- Topic: Right click to open blueprint book is awkward
- Replies: 0
- Views: 699
Right click to open blueprint book is awkward
Right click feels like the action to edit something, or to take half of it.
Left click is - by strong convention - the default "act" button. The most common action I take with a blueprint book is to open it. It's frustrating when I click on it and it ends up on my cursor instead.
Can we get this ...
Left click is - by strong convention - the default "act" button. The most common action I take with a blueprint book is to open it. It's frustrating when I click on it and it ends up on my cursor instead.
Can we get this ...
- Sun Mar 10, 2019 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Drag-select repair pack
- Replies: 0
- Views: 645
Drag-select repair pack
Scenario: You recently fended off a wave of biters, and your walls are damaged. You want to top them off. It's pre-logistics-bots, or you just chose to play without them.
Currently: Select the repair pack, and wiggle your cursor over the walls, attempting to repair them all. Inevitably have to go ...
Currently: Select the repair pack, and wiggle your cursor over the walls, attempting to repair them all. Inevitably have to go ...
- Sun Mar 10, 2019 10:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
- Replies: 10
- Views: 5975
Re: [0.17.3] player.get_active_quick_bar_page is strange
Here's my mod. I have been testing with increment and decrement shortcuts. Only the first bar ever changes.
https://github.com/DerrickRice/factorio ... -quickbars
https://github.com/DerrickRice/factorio ... -quickbars
- Sun Mar 10, 2019 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
- Replies: 10
- Views: 5975
Re: [0.17.3] player.get_active_quick_bar_page is strange
I tried that and it was inconsistent.
- Sun Mar 10, 2019 4:59 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.3] player.get_active_quick_bar_page is strange
- Replies: 10
- Views: 5975
Re: [0.17.3] player.get_active_quick_bar_page is strange
I came here to post a bug about this as well.
It seems that `get_active_quick_bar_page` returns a 0-index based page number (where 0 -> the bar that says "1") but that `set_active_quick_bar_page` doesn't accept 0 as a valid argument!
Also, multiple `set_active_quick_bar_page` calls in a mod ...
It seems that `get_active_quick_bar_page` returns a 0-index based page number (where 0 -> the bar that says "1") but that `set_active_quick_bar_page` doesn't accept 0 as a valid argument!
Also, multiple `set_active_quick_bar_page` calls in a mod ...
- Thu Feb 28, 2019 6:10 pm
- Forum: Duplicates
- Topic: [0.17.2] System-wide rebound escape key doesn't exit menus
- Replies: 2
- Views: 1146
Re: [0.17.2] System-wide rebound escape key doesn't exit menus
See viewtopic.php?f=7&t=65881 (dev post on key remapping) and viewtopic.php?f=7&t=65402 (related / same issue)
- Thu Feb 28, 2019 6:10 pm
- Forum: Duplicates
- Topic: [0.17.1][keybind] Linux remapped keys wonky
- Replies: 5
- Views: 2765
Re: [0.17.1] Linux remapped keys wonky
For other readers, see also this dev post: viewtopic.php?f=7&t=65881
- Thu Feb 28, 2019 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 18724
Re: Keybinding issues
I propose that modifier keys should be handled by key code, not scan code.
The Ctrl, Escape, Shift, Alt, Meta, (etc) keys are not in meaningfully different places on the keyboard in different layouts. They are more commonly similar in MEANING than in LOCATION. Those of us who have moved their ...
The Ctrl, Escape, Shift, Alt, Meta, (etc) keys are not in meaningfully different places on the keyboard in different layouts. They are more commonly similar in MEANING than in LOCATION. Those of us who have moved their ...
- Thu Feb 28, 2019 5:58 pm
- Forum: Duplicates
- Topic: [0.17.1][keybind] Linux remapped keys wonky
- Replies: 5
- Views: 2765
Re: [0.17.1] Linux remapped keys wonky
I'm also experiencing this. Here's some additional information for the devs:
* Default Factorio controls/keybindings (as far as I know)
* Fedora 29 (Gnome Wayland, default for Fedora)
* Factorio 0.17.2 via Steam
* Swapped Caps Lock and Escape via Gnome Tweak Tools:
1. Install gnome tweak tools ...
* Default Factorio controls/keybindings (as far as I know)
* Fedora 29 (Gnome Wayland, default for Fedora)
* Factorio 0.17.2 via Steam
* Swapped Caps Lock and Escape via Gnome Tweak Tools:
1. Install gnome tweak tools ...