Search found 77 matches

by GregoriusT
Fri Jan 22, 2021 2:01 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
Replies: 7
Views: 1221

Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar

Sorry, I just doublechecked, I fucked up, it actually works. ^^"

(That's what I get for thinking I did not have Wooden Power Poles in my inventory when pipetting them at my Wall...)

Also sorry for saying Sorry despite the stop posting message.
by GregoriusT
Fri Jan 22, 2021 1:38 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
Replies: 7
Views: 1221

Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar

So I got to try it in 1.1.13 and THIS time it at least gives me the "can't reach" message when trying to place the Ghost, which narrows the Issue down slightly, codewise at least.
by GregoriusT
Fri Jan 22, 2021 12:59 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
Replies: 7
Views: 1221

Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar

I said 1.1.13 lol. I follow the Releases very closely ;) https://forums.factorio.com/viewtopic.php?f=3&t=94772 Edit: Oh now I get what you meant. No I meant It was supposed to be fixed in 1.1.12 because ANOTHER bug regarding ghosts out of range did get fixed, and since this is in the Resolved Ca...
by GregoriusT
Fri Jan 22, 2021 12:45 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
Replies: 7
Views: 1221

Re: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar

I can still reproduce this in 1.1.12 even though it was supposed to be fixed in 1.1.12. I would like to test it in 1.1.13 just to make sure, but Steam wont let me update (maybe it takes a while to notice the new Release), however I did not see anything in the Changelog indicating that this Bug has b...
by GregoriusT
Sat Jan 16, 2021 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
Replies: 8
Views: 2672

Re: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.

I tested it on my new Map and it seems to work fine now. Biters on separate Landmasses actually react to my Artillery after I established a Land Bridge.
by GregoriusT
Fri Jan 15, 2021 2:09 pm
Forum: Duplicates
Topic: [1.1.11] Placing ghosts with shift not working
Replies: 1
Views: 429

Re: [1.1.11] Placing ghosts with shift not working

I can confirm this is new and annoying. Now I am forced to use Blueprints and Copy/Paste to do things like Belts instead of just being able to drag them. Strangely it does not seem to affect Ghost Tiles, only Ghost Buildings. I sure was very far away from the beach when I tried out Landfills at the ...
by GregoriusT
Fri Jan 15, 2021 2:05 pm
Forum: Pending
Topic: [Wheybags] [linux] [0.18.10] Linux/Kubuntu the Copy Button is slightly broken with xclip
Replies: 2
Views: 869

Re: [Wheybags] [linux] [0.18.10] Linux/Kubuntu the Copy Button is slightly broken with xclip

I might have confused xclip with the clipboard widget, because I do use xclip to read/write things from/into the copypaste history of the clipboard widget without actually influencing the selection of the copypaste buffer. (for script usage specifically, not actual human usage) Sorry for being absen...
by GregoriusT
Mon Apr 20, 2020 11:17 am
Forum: Resolved Problems and Bugs
Topic: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.
Replies: 8
Views: 2672

Re: [0.17.79] Weird Behavior with Biter Pathfinding or something similar.

One thing I should add by now is that I had a shitload of Solar Panels/Accumulators (around 400000 of each), and while those in on themselves did not have any impact on my UPS at all (which is awesome), they did cause Biters to engage in infrequent lovely Pathfinding Lagspikes for a few thousands of...
by GregoriusT
Sat Apr 11, 2020 11:09 pm
Forum: Not a bug
Topic: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity)
Replies: 3
Views: 569

Re: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity

Okay I have been reminded of this and been wondering, why doesn't the Deconstruction Planner remove the O's, just like it removes the Bot Delivery Markers? The Simplicity Argument was probably for the being able to have both the X and the O at the same place codewise, but not for the Decon Planner b...
by GregoriusT
Sat Apr 11, 2020 10:54 pm
Forum: Not a bug
Topic: [0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle
Replies: 2
Views: 577

Re: [0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle

Yeah but the Train doesn't run over trees, because it is on rails, you know. This isn't real life where storms can cause Trees to fall on Tracks to be then ran over by Trains. XD And to be clear, I did NOT run over anything while this happened, I was not even in a vehicle! (when i said i never drove...
by GregoriusT
Sun Mar 29, 2020 4:33 pm
Forum: Not a bug
Topic: [0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle
Replies: 2
Views: 577

[0.17.79] I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle

I just got the Achievement for running over 100 Trees even though I never drove a non-Train Vehicle. All I can imagine this to have happened is when Biters of all things ran over Trees and it somehow counted towards my Achievements. This is stupid hard to reproduce for me (not well versed with the E...
by GregoriusT
Sun Mar 22, 2020 5:08 pm
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.

Their function is to run faster. Theoretically hazard concrete could be slower than concrete (would make sense in my eyes). Pretty sure that Suggestion already received a no, when I looked up Hazard Concrete Suggestions. Was a Suggestion of Hazard Concrete making you slower in order to "warn&q...
by GregoriusT
Fri Mar 20, 2020 12:11 pm
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.

I have issuse with the idea, as crafting items is in my opionion one of the main features of factorio. If I can use different items without crafting them this feels worong for me. And where will you stop? Do the same with power poles, belts, assembling machines or inserters? No, I don't want this. ...
by GregoriusT
Fri Mar 20, 2020 9:45 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.

I also don't like this idea. I have no problem handling with concrete and hazard concrete. And evan if I replace the hazard concrete and there ist no fürther use for it at the moment, so what? I don't care. I store it and use it again if I need it. And most of the time I let use it by constraction ...
by GregoriusT
Fri Mar 20, 2020 9:23 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.

Deadlock989 wrote:
Fri Mar 20, 2020 9:21 am
GregoriusT wrote:
Fri Mar 20, 2020 9:20 am
Then actually provide arguments why it is horrible and confusing as hell instead of just hating on it for no reason at all.
Try reading the thread because you clearly haven't.
Again I have read your Stuff and you always bashed on things that were already fixed in the discussion.
by GregoriusT
Fri Mar 20, 2020 9:20 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.

Then actually provide arguments why it is horrible and confusing as hell instead of just hating on it for no reason at all. Just hating on something because it is different is one of the most arrogant things you can do, because that is also inflicting your beliefs to over 2 million people, but with ...
by GregoriusT
Fri Mar 20, 2020 9:12 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.

Maybe you should actually read the discussion if you want to contribute to it, because you clearly did not do that. Wrong again, I've read it, ate the popcorn. Proof that you did not read it: - Let each Placer Item in your Hotbar save the Design that got last selected, so you can have multiple Conc...
by GregoriusT
Fri Mar 20, 2020 9:07 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.

Some bugs with blueprints, it has 4 rotations for 3 tiles. https://mods.factorio.com/mod/MultiConcrete Classic. Instant example of what a broken and pointless idea this is. https://mods.factorio.com/mod/MultiConcrete/discussion/5cdeb0b1b98c6f000b30cc9d Can anyone tell me - is it 9 button presses / ...
by GregoriusT
Fri Mar 20, 2020 7:58 am
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.

Let's make small power poles and medium power poles "rotations" of each other. Having only one item type for placing small, medium or big power pole entities would actually be nice to have. Other items and entities they should be able to place: - yellow/red/blue belt -> belt or undergroun...
by GregoriusT
Thu Mar 19, 2020 12:35 pm
Forum: Ideas and Suggestions
Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
Replies: 41
Views: 5046

Re: Game Design: Make Hazard Concrete just a "Rotation" of regular Concrete.

Like TS already mentioned, rails default rotation behaviour is 45' rotation, but in blueprint rails rotate 90' like everything else. That means concrete may do the same : to have different rotation policies by itself and in blueprint. P.S. And keep your english to yourself. 1. Where are these "...

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