Search found 37 matches
- 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: 3756
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 ...
- Wed Jun 17, 2020 6:06 pm
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 22164
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 :/
Anyway, this update probably will create a huge mess in my base because of the new fluid system so I might opt out anyway :/
- Wed Jun 17, 2020 5:55 pm
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 22164
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?
- 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: 927
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...
- 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: 927
[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 ...
- 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: 1091
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.

Thanks for searching in the archives.
- 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: 1091
[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...
- 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: 5059
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
- 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: 5059
[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\...
- Tue Sep 24, 2019 1:34 pm
- Forum: News
- Topic: Factorio version 0.17 - Now stable
- Replies: 33
- Views: 16890
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 ...
- 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: 1703
[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...
- 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: 2178
[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...
- Thu Sep 12, 2019 10:56 am
- Forum: Modding interface requests
- Topic: Allow for penalty change in modded rail signal
- Replies: 3
- Views: 1335
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...
- Sun Sep 08, 2019 5:23 pm
- Forum: Modding interface requests
- Topic: Allow for penalty change in modded rail signal
- Replies: 3
- Views: 1335
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...
- 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: 1787
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.
- 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: 1787
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...
- Sat Jul 20, 2019 11:59 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.58] Laser Turret Beam Range bug
- Replies: 2
- Views: 2321
- Fri Jul 05, 2019 4:37 pm
- Forum: Not a bug
- Topic: [0.17.54] Construction Bots Not Completing Jobs
- Replies: 4
- Views: 1005
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.
- 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: 4062
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...
- 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: 2909
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.
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.