Search found 20 matches
- Sun Apr 19, 2015 11:32 am
- Forum: Not a bug
- Topic: [0.11.21] Refuelling sadness
- Replies: 9
- Views: 7088
Re: [0.11.21] Refuelling sadness
Maybe somebody makes a simple refueling/restocking inserter mod, that could be the easiest solution. You can try to request such a thing.
- Thu Apr 09, 2015 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.21] Autoupdate failure, unexpected content
- Replies: 5
- Views: 2712
[0.11.21] Autoupdate failure, unexpected content
Not much more info than this:
- Thu Apr 09, 2015 3:46 pm
- Forum: Releases
- Topic: Version 0.11.21
- Replies: 48
- Views: 56111
Re: Version 0.11.21
Almost
- Wed Apr 08, 2015 5:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] Bots don't autorepair red/green wires
- Replies: 6
- Views: 6491
Re: [0.11.19] [kovarex] Bots don't autorepair red/green wires
Excellent, it's nice to be a part of building this awesome game.
- Sun Apr 05, 2015 12:40 pm
- Forum: Questions, reviews and ratings
- Topic: Bug Reports
- Replies: 200
- Views: 100918
Re: Bug Reports
Same bug here when trying to remove MK2 fields. Field being active or not does not seem to matter. Does not happen with every removal try or with every field. http://i.imgur.com/NREKzd0.png All mods latest version, Factorio 0.11.20: { "mods": [ { "name": "base", "e...
- Tue Mar 31, 2015 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] MP Desync on joining
- Replies: 3
- Views: 3932
Re: [0.11.19] [kovarex] MP Desync on joining
Interesting, I though this was completely clean vanilla game. Could you add any more information about those modded prototypes so I can try to figure out how they ended up in there.
Thanks for the fix
Thanks for the fix
- Mon Mar 30, 2015 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] MP Desync on joining
- Replies: 3
- Views: 3932
[0.11.19] [kovarex] MP Desync on joining
I have this vanilla mp game with 40 hours in it (nr 11) and this savegame causes instant desync when other player joins in it. Earlier save has 38 hours (nr 10) and that one does not desync. Sometimes trying to connect to the host fails for player2 and host says something about unknown player tried ...
- Sun Mar 29, 2015 11:18 am
- Forum: Duplicates
- Topic: Coal on corners gets stuck
- Replies: 6
- Views: 6134
Re: Coal on corners gets stuck
I have seen the 3-line stuck problem too, but it has been mostly caused by altering the belt setup and adding splitters etc. so it does not often happen spontaneously in game. Inserting items into belt corners will cause this however. Kovarex, will your new logic fix the loss of compression in belt ...
- Thu Mar 26, 2015 1:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19][twinsen] CRASH on short number format
- Replies: 2
- Views: 4088
Re: [0.11.19][twinsen] CRASH on short number format
Excellent, great work.
- Wed Mar 25, 2015 12:47 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 27679
Re: Trees should regenerate health (or have hidden HP bars)
Hide them bars
- Wed Mar 25, 2015 12:46 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 27679
Re: Tree Behavior Proposal
Voteddrs9999 wrote:+1SHiRKiT wrote:I think that's by far the best solution.Khyron wrote:Call me crazy, but maybe trees can just hide their health bar.
- Wed Mar 25, 2015 12:09 pm
- Forum: Implemented Suggestions
- Topic: A 'send to store' list for the player and logistics network
- Replies: 12
- Views: 20973
Re: A 'send to store' list for the player and logistics netw
I like this idea. After all, logistics is more than "gimme moar stuff!" It means having the right amount of stuff in the right place at the right time. Exactly, robots should take away unneeded stuff right from the inventory without the need to place active chest and put it in there. Mayb...
- Wed Mar 25, 2015 12:03 pm
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 23513
Re: allow replacing belts with splitters
One of the little annoying things is having to remove a piece of belt to place a splitter in. This game has many intelligent features, fast replace, drag-and-drop, etc. This fits well with them.
Supported.
Supported.
- Wed Mar 25, 2015 11:55 am
- Forum: Ideas and Suggestions
- Topic: Fast replaceable power poles
- Replies: 4
- Views: 2098
Fast replaceable power poles
It would be nice to be able to replace small power pole with a medium one without removing it first, and vice versa. Big pole could be also supported but it needs to check if the larger footprint fits the space. Some votes for the matter can be found here https://forums.factorio.com/forum/viewtopic....
- Tue Mar 24, 2015 7:12 pm
- Forum: Mods
- Topic: [0.10.1+] Hydrogen power
- Replies: 6
- Views: 11758
Re: [0.10.1+] Hydrogen power
Works like a charm on 0.11.19.
Could use a simple researchable tech to make it more polished but works as is.
Could use a simple researchable tech to make it more polished but works as is.
- Tue Mar 24, 2015 5:40 pm
- Forum: Mods
- Topic: [0.11.X] Expanded Robot Technologies
- Replies: 13
- Views: 21794
Re: [0.11.X] Logistic Robot Capacity Mod
Very nice little mod to reduce clutter on bigger factories, hopefully gets integrated to vanilla game at some point.
- Tue Mar 24, 2015 4:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19][twinsen] CRASH on short number format
- Replies: 2
- Views: 4088
[0.11.19][twinsen] CRASH on short number format
Using Creative mode 1.4.0 mod from Y.Petremann's https://forums.factorio.com/forum/viewtopic.php?f=14&t=8976 EDIT: Creative mode 1.5.0 has a workaround for this issue, just using values below the crash threshold. 0.11.19 Release notes: -Fixed crash when the number shown in the short number forma...
- Tue Mar 24, 2015 2:57 pm
- Forum: Mods
- Topic: [0.11.x] Y.Petremann's mods (6 mods)
- Replies: 96
- Views: 87157
Re: [0.11.x] Y.Petremann's mods (5 mods)
Testing Creative mod 1.4.0 with Factorio 0.11.19 Win7 x64 and it does crash if I put mouse over the lab-looking 2 things. Other items don't seem to crash. EDIT: Seems to be Factorio issue with short number format. I guess it gets fixed soon. As a hotfix you could update your mod not to have any valu...
- Tue Mar 24, 2015 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.19] [kovarex] Bots don't autorepair red/green wires
- Replies: 6
- Views: 6491
[0.11.19] [kovarex] Bots don't autorepair red/green wires
If a pole connected to a smart inserter and a chest with red/green wires gets destroyed, robots do replace the pole but the red/green wires don't get replaced. Bots don't tell about missing red/green wires for fixing the construction either.
- Mon Mar 23, 2015 2:33 pm
- Forum: Duplicates
- Topic: [0.11.19] CRASH on destroying smart inserter
- Replies: 1
- Views: 2929
[0.11.19] CRASH on destroying smart inserter
EDIT: Seems to be green/red wire condition related, does not crash without said wires. EDIT2: Does not crash on a new game without any technology researched, does crash after all tech has been unlocked. Must be related to automated construction IMHO. Destroying smart inserter causes a crash. http://...