Search found 37 matches

by th0
Tue May 03, 2022 7:56 am
Forum: Resolved Problems and Bugs
Topic: [1.1.58] Blueprints shotcuts on toolbar dont work when they are inside blueprint book
Replies: 7
Views: 4528

Re: [1.1.58] Blueprints shotcuts on toolbar dont work when they are inside blueprint book

I second this. Especially when you work with blueprints quite a bit, you want them to be readily available. If this means that you have to have them as seperate items in your inventory - what's the point of the Blueprint book them? The inventory will just be a mess. I would strongly support leaving ...
by th0
Wed Jun 17, 2020 6:06 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 24338

Re: Version 0.18.32

Thanks for the feedback. I will go and poke it with a stick.
Anyway, this update probably will create a huge mess in my base because of the new fluid system so I might opt out anyway :/
by th0
Wed Jun 17, 2020 5:55 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 24338

Re: Version 0.18.32

This beta for me is not available on Steam. Even though "Latest 0.18 Experimental" is selected, it only offers 0.18.31. Do I need to update manually?
by th0
Mon Jan 27, 2020 7:25 pm
Forum: Not a bug
Topic: [0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)
Replies: 3
Views: 1133

Re: [0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)

Hi, thanks for your reply, it's the regular German keyboard. I removed the Discord overlay and it does not happen since then (hence the suggestion that this is the reason). Anyway, I don't think this is the way the overlay should work in the first place, but I don't know whether it's a problem of Fa...
by th0
Mon Jan 27, 2020 7:05 pm
Forum: Not a bug
Topic: [0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)
Replies: 3
Views: 1133

[0.18.1] Entering Umlauts in "New Tag" disables all inputs permanently (Third-party-software)

Hi there, as in the Subject. Once I type an Umlaut in the input box (see attached image), It is no longer possible to type or click anything, while the game continues to run normally. This can only be solved by killing the factorio.exe via task manager, and starting again. I'm on Win7 (see attached ...
by th0
Sun Oct 27, 2019 7:50 pm
Forum: Duplicates
Topic: [0.17.74] Very fast walking speeds allow ghosting through wall (Mod)
Replies: 2
Views: 1308

Re: [0.17.74] Very fast walking speeds allow ghosting through wall (Mod)

0.12, that was before my time :)
Thanks for searching in the archives.
by th0
Sun Oct 27, 2019 7:30 pm
Forum: Duplicates
Topic: [0.17.74] Very fast walking speeds allow ghosting through wall (Mod)
Replies: 2
Views: 1308

[0.17.74] Very fast walking speeds allow ghosting through wall (Mod)

Hi, If your character moves very fast, walls are no longer an obstacle. A player can easily run through a wall as if it was not there. This can happen if you mod character-running-speed or use a fat lot of exoskeletons. I am, however, unsure if the vanilla power armor size allows enough exoskeletons...
by th0
Fri Oct 18, 2019 12:30 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Replies: 4
Views: 5512

Re: [0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)

Thanks for the report, do you have reliable way to reproduce this? Or could you share you save file? Hi Boskid, congratulations on your promotion :) Oyxd wrote further down that it is fixed, do you still need anything? Thanks, fixed in 0.17.72. Thank you! May I ask what was causing this? -th0
by th0
Thu Oct 17, 2019 11:09 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)
Replies: 4
Views: 5512

[Oxyd][0.17.71] Crash without apparent reason (GotoBehavior::checkPathExecutionProgress)

Title says it all, I was in world view and zooming out on a rather large (10k SPM) freeplay. Please find the log attached 0.002 2019-10-17 19:30:35; Factorio 0.17.71 (build 47452, win64, steam) 0.002 Operating system: Windows 7 Service Pack 1 0.003 Program arguments: "E:\Steam\steamapps\common\...
by th0
Tue Sep 24, 2019 1:34 pm
Forum: News
Topic: Factorio version 0.17 - Now stable
Replies: 33
Views: 18878

Re: Factorio version 0.17 - Now stable

i opened up the game to check on something, low and behold, an update prompt was starring back at me. the angelic choir proceeded to sing the praises of the first stable .17 !!! only issue that i have found, which i will post in the bug report, is that from updating to the .69 version from the .64 ...
by th0
Sat Sep 21, 2019 12:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.69] Blueprint selection tool visual behavior weird (Minor)
Replies: 1
Views: 1956

[0.17.69] Blueprint selection tool visual behavior weird (Minor)

Hi, when using the Blueprint tool, normally all entities (whether they are built or ghosts) that will be in the blueprint are highlighted with four green corners. This is also the case for landfill, but only if the player is selecting *either* ghosts *or* built landfill. If he selects both, it looks...
by th0
Sat Sep 21, 2019 11:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.69] Undoing Shift+Placing a blueprint doesn't cancel deconstruction order
Replies: 1
Views: 2449

[kovarex] [0.17.69] Undoing Shift+Placing a blueprint doesn't cancel deconstruction order

Hi, when you place a blueprint over trees or rocks, the default behavior is that you cannot do that because "(whatever entity) is in the way". You can override this by Shift+Left click, in which case the trees (or rocks) will get marked for deconstruction. If you Ctrl+Z the construction of...
by th0
Thu Sep 12, 2019 10:56 am
Forum: Modding interface requests
Topic: Allow for penalty change in modded rail signal
Replies: 3
Views: 1633

Re: Allow for penalty change in modded rail signal

[...] You mentioned specifically adding a modded signal with a different penalty. What is the use case behind your need for multiple signals with different weights, over what the existing mods (eg: Picker Vehicles) can do by changing the weight of signals globally? I was unaware that this setting c...
by th0
Sun Sep 08, 2019 5:23 pm
Forum: Modding interface requests
Topic: Allow for penalty change in modded rail signal
Replies: 3
Views: 1633

Allow for penalty change in modded rail signal

Hi, can the penalty for route calculation of the rail path finder (when a rail signal is set to red by the circuit network) please be manually modified for modded rail signals? Currently it is 1000 (if I interpret the wiki correctly). Alternatively, please add the option to put a rail signal in a st...
by th0
Mon Jul 22, 2019 5:16 pm
Forum: Duplicates
Topic: [0.17.58] Blueprint Icons cannot be changed once in blueprint library
Replies: 5
Views: 2118

Re: [0.17.58] Blueprint Icons cannot be changed once in blueprint library

Thanks, you're of course right and I curse my stupidity for not doing it this way before. Anyway, it is not solved in a nice way at the moment.
by th0
Mon Jul 22, 2019 4:58 pm
Forum: Duplicates
Topic: [0.17.58] Blueprint Icons cannot be changed once in blueprint library
Replies: 5
Views: 2118

Re: [0.17.58] Blueprint Icons cannot be changed once in blueprint library

You can also not edit the blueprint once it's in the library. I'm quite sure this has been discussed before, but I do not remember what was the result of this discussion. It's quite annoying as you have to paste the blueprint, create a new one and fiddle with the new one, which is difficult for larg...
by th0
Sat Jul 20, 2019 11:59 am
Forum: Resolved Problems and Bugs
Topic: [0.17.58] Laser Turret Beam Range bug
Replies: 2
Views: 2642

Re: [0.17.58] Laser Turret Beam Range bug

Klonan wrote: ↑
Sat Jul 20, 2019 11:11 am
Thanks for the report,

It is fixed for the next release
by Achmed Β» Sat Jul 20, 2019 12:38 pm

by Klonan Β» Sat Jul 20, 2019 1:11 pm
Do you guys ever sleep? Or eat?

j/k, great work!
by th0
Fri Jul 05, 2019 4:37 pm
Forum: Not a bug
Topic: [0.17.54] Construction Bots Not Completing Jobs
Replies: 4
Views: 1238

Re: [0.17.54] Construction Bots Not Completing Jobs

Is the area where you are building supplied by a stationary roboport? In that case, any build request exceeding your original 40 robots will be handled by your logistic system, which might take much longer.
by th0
Thu Jul 04, 2019 7:11 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Ghost Trains not coupled when placed by bots
Replies: 5
Views: 4546

Re: [kovarex] [0.17.50] Ghost Trains not coupled when placed by bots

P.S. Adding trains to blueprints will be easy I thought. I didn't know how wrong was I. Similar as with the undo: The implementation being easy tricked me into underestimated the amount of edge cases that has to be taken care on later. Yet, both of these features are a great addition to the game an...
by th0
Mon Jul 01, 2019 7:02 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)
Replies: 5
Views: 3353

Re: [kovarex] [0.17.50] Rail: Setting a temporary stop resets current stop's cooldown (Minor)

Thank you!
For your information, the same problem as described above now happens when you delete a previously added second temporary station. I'm aware this is a tiny thing and won't bother anyone, though.

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