Well, I played this moring (factorio 17.28) and all was fine. But todays patch to 17.29 broke someting.
Playing with a "Angle Bob" mod setup without helmod realy gets me back to the old days when we had to calculate everything on excel sheets.
please fix :roll:
PS: +1 for the old UI, the coloured ...
Search found 53 matches
- Fri Apr 12, 2019 5:10 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 188051
- Tue Mar 13, 2018 9:19 am
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
Well thanks the 16.29 update did fix my issue. I don't need to use my workaround makro any longer.
You can close this thread and mark it as solved if you want.
You can close this thread and mark it as solved if you want.
- Tue Mar 06, 2018 6:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
Well happy to say I found a workarround for that problem.
Since you said to me that there were several markers on top of each other it got me thinking. The remote basicly works like a paintbrush tool, you could click and hold and paint the map with markers. But for whatever reason even a single ...
Since you said to me that there were several markers on top of each other it got me thinking. The remote basicly works like a paintbrush tool, you could click and hold and paint the map with markers. But for whatever reason even a single ...
- Tue Mar 06, 2018 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
Here you go.
I removed the Password from the .ini and also gave you a new save (with markers on map).
I removed the Password from the .ini and also gave you a new save (with markers on map).
- Tue Mar 06, 2018 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
Sorry to ask. Do you mean the config.ini and the Current.log file
- Tue Mar 06, 2018 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
Thats what I did, as seen in the short video. I toggled all mods of and loaded that save and used the Arty remote.Loewchen wrote:you remove all mods, load a save without target marker and set target markers, you get the same issue?
- Tue Mar 06, 2018 4:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
The first save I uploded is bevor I placed any markers at the map sorry I provide you antoher save in just a sec.Loewchen wrote:There are no marker when I load your save, did you upload one without or do they not load?
EDIT: save atached, with markers placed on the map
- Tue Mar 06, 2018 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
I have read on other threads, bevor posting this one, that some peaple have problems with map drag and the remote tool.
But since I never changend that key specific setting I did'nt saw any similaritys.
drag map - Left mous button
Place Tag on the map - Right mouse button
the only thing I ever ...
But since I never changend that key specific setting I did'nt saw any similaritys.
drag map - Left mous button
Place Tag on the map - Right mouse button
the only thing I ever ...
- Tue Mar 06, 2018 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
Re: [16.28] Artillery-Remote Marker don't expire after shot
Here you go thats the save.
Its not just the first marker. I've made a short video to show exactly what happens on my end.
https://youtu.be/JrBJaYiB3RM
To be clear that video was made in my Factorio Vanilla instance.
Its not just the first marker. I've made a short video to show exactly what happens on my end.
https://youtu.be/JrBJaYiB3RM
To be clear that video was made in my Factorio Vanilla instance.
- Tue Mar 06, 2018 1:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.28] Artillery-Remote Marker don't expire after shot
- Replies: 15
- Views: 5181
[16.28] Artillery-Remote Marker don't expire after shot
Hello
Today I ran ito a little bug with the artillery remote. I should mention that I encountered that bug while playing with mods (aka Bob's and Angels).
But I loaded that save up in my Factorio vanilla instance and the same thing happent.
So whats wrong.
Artillery Remote map markers usually ...
Today I ran ito a little bug with the artillery remote. I should mention that I encountered that bug while playing with mods (aka Bob's and Angels).
But I loaded that save up in my Factorio vanilla instance and the same thing happent.
So whats wrong.
Artillery Remote map markers usually ...
- Tue May 09, 2017 7:02 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 233652
Re: [MOD 0.14] Upgrade planner - v1.2.7
Hi,
do i remember right, that it is planned to add this to vanilla?
Greetings, steinio.
This Mod should have been in Vanilla since version 0.14 at least thats my humble opinion. Upgrading your belts manually is a big pain in the A... , I onestly see no reason why this shouldn't be a vanilla ...
do i remember right, that it is planned to add this to vanilla?
Greetings, steinio.
This Mod should have been in Vanilla since version 0.14 at least thats my humble opinion. Upgrading your belts manually is a big pain in the A... , I onestly see no reason why this shouldn't be a vanilla ...
- Fri May 05, 2017 12:48 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 53857
Re: Version 0.15.7
*Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
omg how long have we been waiting for this, to finaly see this happe brought me in tears in my eyes.
omg how long have we been waiting for this, to finaly see this happe brought me in tears in my eyes.
- Mon Apr 24, 2017 4:56 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 154212
Re: Version 0.15.0
Yes this solved the ROOT.other error for me. just unmark this option and launch.Lorylei wrote:Unchecking the steam cloud sync seems to be a workaround. You find the settings in
Steam > Settings > Cloud > uncheck the first one
![Image](https://forums.factorio.com/images/ext/1d9193d10786570661b27850d47e224c.png)
- Fri Apr 21, 2017 4:28 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 166415
Re: Friday Facts #187 - Space science & 0.15 graphics
Well great, now I can't think of anything else than factorio the whole weekend.
I would love to start a new Factory right now and play wiht all the new shiny stuff untill I have to go to work again.
But at least we have a release date, don't turn back on that. I am going to plan a day off.
I would love to start a new Factory right now and play wiht all the new shiny stuff untill I have to go to work again.
But at least we have a release date, don't turn back on that. I am going to plan a day off.
- Tue Jun 28, 2016 9:15 am
- Forum: General discussion
- Topic: 0.13 nitpicks
- Replies: 5
- Views: 3180
Re: 0.13 nitpicks
Well I gonna have a word here
There is one thing we can't read with the new circuitnetwork stuff that would have been nice to be able to do.
We can't read the current train cargo via circuitnetwork from the trainstop.
Imagine following example setup. You want the train to be loaded with exactly ...
There is one thing we can't read with the new circuitnetwork stuff that would have been nice to be able to do.
We can't read the current train cargo via circuitnetwork from the trainstop.
Imagine following example setup. You want the train to be loaded with exactly ...
- Mon Jun 27, 2016 11:17 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 211761
Re: Version 0.13.0
Mod portal is really unstable.
I've managed to upload only 2 of my 15 updated mods.
Dude you are a machine, updating your mods already. I'm impressed.
On other note beside two smaler annoyances 0.13 seems to run good. First one beening trainstaion naming second one Circuit network atachments ...
I've managed to upload only 2 of my 15 updated mods.
Dude you are a machine, updating your mods already. I'm impressed.
On other note beside two smaler annoyances 0.13 seems to run good. First one beening trainstaion naming second one Circuit network atachments ...
- Thu Jun 16, 2016 11:16 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 137022
Re: [0.12.x][v0.12.9] Bob's Modules.
Hi there
I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game ...
I absolutly love that all your module that include Productivity bonus are not limited to raw materials and intermediate products, but there is the slight issue that one can simply dupe any liquids and gases by packing and unpacking (via barrel or gasbottle) endlessly. That was kinda game ...
- Sat May 07, 2016 11:01 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 84831
Re: Friday Facts #137 - The release scarecrow
Sorry but I have to vent for a bit
I have to say I'm really disappointed with this. The Loader was THE chance for a real competition against bots but no, all we get is a faster inserter witch many other mods already did. There where so many good ideas to balance them. And even worse for no good ...
I have to say I'm really disappointed with this. The Loader was THE chance for a real competition against bots but no, all we get is a faster inserter witch many other mods already did. There where so many good ideas to balance them. And even worse for no good ...
- Fri Mar 11, 2016 5:59 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 159016
Re: Friday Facts #129 - The late game
Well devinitly a big + for the Vanilla RSO material world gen. But infinite Ores sounds lame, rso does have an option for that and yes I played it once in this mode and it wasen't very entertaining at all. The whole dirty ore stuff ins't my taste either, it could lead to some interresting builds but ...
- Wed Mar 09, 2016 1:42 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 241182
Re: Friday Facts #128 - Back down to earth
I'd absolutly love those two posts
[quote="Degraine"]Speaking as the person who wrote Slipstream Chests, I wholeheartedly approve of the loader, of course.
It'd be a relief to see a version of it that properly attaches to belts, and doesn't rely on a kludgy unique chest entity, but something ...
[quote="Degraine"]Speaking as the person who wrote Slipstream Chests, I wholeheartedly approve of the loader, of course.
It'd be a relief to see a version of it that properly attaches to belts, and doesn't rely on a kludgy unique chest entity, but something ...