Search found 252 matches
- Fri Jul 08, 2022 10:56 pm
- Forum: Bug Reports
- Topic: [1.1.61] Rich Text Icon incorrectly copied under specific circumstance
- Replies: 0
- Views: 355
[1.1.61] Rich Text Icon incorrectly copied under specific circumstance
I'm not sure how to clearly explain this. Editing a Rich Text tag and then copying the image does not copy correctly. Steps: 1. Name a Station "[item=iron-pipe]" 2. Delete "iron-" (Tag changes to image with Cursor to the right of Image) 3. Without clicking off, Shift + Left to se...
- Fri Aug 07, 2020 4:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.41] Rail Placement on Map Mode doesn't act as expected
- Replies: 4
- Views: 1199
Re: [0.18.41] Rail Placement on Map Mode doesn't act as expected
Confirmed resolved in 0.18.43.
Thank you for an amazing game
Thank you for an amazing game
- Tue Aug 04, 2020 7:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.41] Rail Placement on Map Mode doesn't act as expected
- Replies: 4
- Views: 1199
Re: [0.18.41] Rail Placement on Map Mode doesn't act as expected
Changelog for 0.18.42 "Don't drag map when in zoomed in map mode and building blueprints."
I'm guessing this applies to this bug, but there doesn't appear to be any change in the behaviour in-game.
I'm guessing this applies to this bug, but there doesn't appear to be any change in the behaviour in-game.
- Mon Aug 03, 2020 1:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was not true)
- Replies: 3
- Views: 792
Re: [0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was no
Attached is the blueprint-storage.dat
The forums wouldn't accept .dat, so I changed the file extension to .txt
Deleting that file would remove my entire BP Library right?
I'll try export the strings from my current save to keep them
The forums wouldn't accept .dat, so I changed the file extension to .txt
Deleting that file would remove my entire BP Library right?
I'll try export the strings from my current save to keep them
- Mon Aug 03, 2020 7:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.41] Rail Placement on Map Mode doesn't act as expected
- Replies: 4
- Views: 1199
[0.18.41] Rail Placement on Map Mode doesn't act as expected
It appears the Rail Placement tool (Not the ghost placement) is failing from the Map https://i.imgur.com/ArIDGvX.png To get an allowed location to place the rail, you need to click and drag, which moves the Map around as well, resulting in multiple random pieces placed, but not triggering the Rail P...
- Mon Aug 03, 2020 7:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was not true)
- Replies: 3
- Views: 792
[0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was not true)
I'm getting a crash on starting a new Freeplay Map.
I think it's related to this as well, the stack trace is going through the BP Library at the time of the crash.
Windows/Steam using "--mod-directory" to point to an empty folder for a Vanilla 'modpack'
I think it's related to this as well, the stack trace is going through the BP Library at the time of the crash.
Windows/Steam using "--mod-directory" to point to an empty folder for a Vanilla 'modpack'
- Thu Jul 09, 2020 1:34 am
- Forum: Duplicates
- Topic: [0.18.35] First 2 lines of Console Output blocked by 4th Toolbar
- Replies: 1
- Views: 506
[0.18.35] First 2 lines of Console Output blocked by 4th Toolbar
Whenever the player has 4 Toolbars active, the first 2 lines of the console output is visually blocked if it's too long.
Can we have it bumped up to be above the Toolbars at all times?
https://i.imgur.com/7PN6gJk.png
Can we have it bumped up to be above the Toolbars at all times?
https://i.imgur.com/7PN6gJk.png
- Thu Jun 25, 2020 6:09 am
- Forum: Ideas and Suggestions
- Topic: Allow 'Error loading mods' to Check and Download Updates
- Replies: 4
- Views: 939
Allow 'Error loading mods' to Check and Download Updates
Some times an update will break mods, and the user gets the "Error loading mods" option. At this point their only real option is to select "Disable Listed Mods" which will restart the game to load. If there are dependency mods, then the user may receive the error again, and Disab...
- Thu Jun 25, 2020 6:04 am
- Forum: Ideas and Suggestions
- Topic: Some new signals
- Replies: 11
- Views: 2488
Re: Some new signals
You could have localised Solar power for mining sites/Radars. Disconnect them from the primary network using Copper Cables and when the Solar runs out, you won't drain your Steam Power. 2x Mining Drill = 3x Solar Panels (180 kW) (Calculate out for how many Mining Drills are in your Ore Field) 1x Rad...
- Fri Jun 19, 2020 11:09 am
- Forum: Ideas and Suggestions
- Topic: Allow GUI width to be modifiable via Scaling or Setting
- Replies: 1
- Views: 639
Allow GUI width to be modifiable via Scaling or Setting
A combination of large monitors/wide screens and modded playthrough can cause an oddly cluttered and oddly bare screen especially when interacting with the character inventory/crafting tab. In most mod playthroughs with modifications to inventory size, there is a scroll bar almost 100% of the time. ...
- Sun Jun 14, 2020 5:32 am
- Forum: Logistic Train Network
- Topic: Bulk Transport vs many Mini Trains
- Replies: 3
- Views: 1233
Re: Bulk Transport vs many Mini Trains
I'm running a semi-dense city grid style. There's enough room for 3 1-1-1 trains between intersections which leaves maximum building space in the centre. I went with bi-directional because with bobs/angels there are many items that need more than 4 inputs plus the outputs and I can consense more sta...
- Sun Jun 14, 2020 2:39 am
- Forum: Logistic Train Network
- Topic: Bulk Transport vs many Mini Trains
- Replies: 3
- Views: 1233
Bulk Transport vs many Mini Trains
My current world is a 512 Ribbon with RSO and Angels/Bobs. Nearest ore patches are 1000-2000 tiles from my Factory. I'm wanting advise on how to proceed with resupply. I could use 1-1-1 for everything, lots of trains means more traffic issues. Or I could use some larger 2-4-0 trains to bring bulk or...
- Tue Apr 30, 2019 3:03 pm
- Forum: Not a bug
- Topic: [0.17.34] Ghost in hand will rotate Ghost object.
- Replies: 2
- Views: 892
Re: [0.17.34] Ghost in hand will rotate Ghost object.
I'm sorry, i'm usually better at fault finding than that. It was an unexpected mod effect. Picker Dollies (and the required dependencies) was the cause (Tested on a new and established save) Video of effect attached below. Picker Dollies has no Settings or Controls that affect rotation. I'll make a ...
- Tue Apr 30, 2019 7:21 am
- Forum: Not a bug
- Topic: [0.17.34] Ghost in hand will rotate Ghost object.
- Replies: 2
- Views: 892
[0.17.34] Ghost in hand will rotate Ghost object.
Ghosts in world (To be placed by bots) can be rotated when holding a ghost in hand (When you don't have enough items) 0. With no Belts in Inventory 1. Click or Shift Click Transport Belt (Or rotatable object) into world (To create Belt Ghost) 2. Press 'R' while hovering over Ghost 3. Ghost entity in...
- Fri Apr 19, 2019 6:13 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 862726
- Fri Apr 19, 2019 6:01 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 862726
Re: [0.17] Sea Block Pack 0.3.3
New Seablock player, just installed v0.3.3 Current mods: Base: 0.17.32 Sea Block Config: 0.3.0 Angels Bio: 0.6.1 Angels Petro: 0.8.2 Angels Refining: 0.10.8 Angels Smelting: 0.5.4 Bobs Electronics: 0.17.2 Bobs Library 0.17.0 KS Power: 0.3.5 Landfill Painting: 0.3.0 Science Cost Tweaker: 0.17.9 Sea B...
- Mon Mar 04, 2019 8:22 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Allow toolbar to select "scales" of items
- Replies: 3
- Views: 812
Re: [0.17.x] Allow toolbar to select "scales" of items
A config option could fix that. >- If top-tier items ran out, I don't want to use lower-tier items. The idea I had would be the top tier item stays there, even if you had more of the lower tiers. >- Sometimes I want to use not a top-tier item. "Sometimes" is the key word. This is mostly fo...
- Mon Mar 04, 2019 6:56 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Allow toolbar to select "scales" of items
- Replies: 3
- Views: 812
[0.17.x] Allow toolbar to select "scales" of items
Allow the toolbar to filter a Type of item, and automatically replace it with highest tier in the player inventory, or the highest that has been in the inventory and the Tier that is craftable. For example, Setting a slot to the Tier 1 Assembler, When the Tier 2 Assembler is unlocked and the player ...
- Fri May 25, 2018 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.45][Modded] Stack Inserter Capacity Bonus overflow
- Replies: 1
- Views: 2975
[Rseding91] [0.16.45][Modded] Stack Inserter Capacity Bonus overflow
Modded game with Bob's Mod's and Infinite Technology Expanded (https://mods.factorio.com/mod/wormmus-inf-tech) and a few other's that don't apply to this bug. Infinite Tech Expanded adds infinite research for Stack Inserter Capacity Bonus (+2 for each level past 7) When Stack Inserter Bonus reaches ...
- Wed Nov 08, 2017 2:18 pm
- Forum: Pending
- Topic: [0.15.37] Random crash to desktop
- Replies: 2
- Views: 976
Re: [0.15.37] Random crash to desktop
To be honest, I'm not sure how it occurred initially. I was just walking from one side of my base to the other.
I didn't have any trains set up at the time. And no GUI open.
Sorry for a difficult bug report.
I didn't have any trains set up at the time. And no GUI open.
Sorry for a difficult bug report.