Search found 251 matches

by PiggyWhiskey
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: 306

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
by PiggyWhiskey
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: 306

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.
by PiggyWhiskey
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: 196

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
by PiggyWhiskey
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: 306

[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...
by PiggyWhiskey
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: 196

[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'
by PiggyWhiskey
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: 95

[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
by PiggyWhiskey
Thu Jun 25, 2020 6:09 am
Forum: Ideas and Suggestions
Topic: Allow 'Error loading mods' to Check and Download Updates
Replies: 4
Views: 191

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 Disable listed again, and...
by PiggyWhiskey
Thu Jun 25, 2020 6:04 am
Forum: Ideas and Suggestions
Topic: Some new signals
Replies: 11
Views: 683

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...
by PiggyWhiskey
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: 130

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. ...
by PiggyWhiskey
Sun Jun 14, 2020 5:32 am
Forum: Logistic Train Network
Topic: Bulk Transport vs many Mini Trains
Replies: 3
Views: 368

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...
by PiggyWhiskey
Sun Jun 14, 2020 2:39 am
Forum: Logistic Train Network
Topic: Bulk Transport vs many Mini Trains
Replies: 3
Views: 368

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...
by PiggyWhiskey
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: 299

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 ...
by PiggyWhiskey
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: 299

[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...
by PiggyWhiskey
Fri Apr 19, 2019 6:13 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1707
Views: 610666

Re: [0.17] Sea Block Pack 0.3.3

vjbone wrote:
Fri Apr 19, 2019 6:10 am
snip

just download zip from first post
Just saw that.
Shouldn't the Mod Portal version have proper dependencies to stop this?
So far the Dependency chain gave the list above.

The SeaBlock config at least should have it
by PiggyWhiskey
Fri Apr 19, 2019 6:01 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1707
Views: 610666

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...
by PiggyWhiskey
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: 211

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 for mods tha...
by PiggyWhiskey
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: 211

[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 ...
by PiggyWhiskey
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: 2076

[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 ...
by PiggyWhiskey
Wed Nov 08, 2017 2:18 pm
Forum: Pending
Topic: [0.15.37] Random crash to desktop
Replies: 2
Views: 440

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.
by PiggyWhiskey
Wed Nov 08, 2017 1:01 pm
Forum: Pending
Topic: [0.15.37] Random crash to desktop
Replies: 2
Views: 440

[0.15.37] Random crash to desktop

Probably a random long shot, I experienced my first crash in a long long time. Heavily modded with Bobs mostly. No interactions (Just walking south) and a crash to desktop. I loaded the last autosave (about 45 seconds before the crash) and couldn't replicate it. 0.002 2017-11-08 20:06:54; Factorio 0...

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