Search found 445 matches
- Fri Mar 22, 2024 1:34 am
- Forum: Bug Reports
- Topic: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging
- Replies: 3
- Views: 469
Re: [1.1.105] Entire range of belt flipping direction unexpectedly while dragging
can confirm, i never saw this pre .105
- Fri Mar 01, 2024 12:41 pm
- Forum: News
- Topic: Friday Facts #400 - Chart search and Pins
- Replies: 73
- Views: 11934
Re: Friday Facts #400 - Chart search and Pins
The map search is amazing. I also want that for my local supermarket when I look for that ONE product I just cannot find.
- Tue Feb 27, 2024 6:05 pm
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 872
Re: [1.1.104] Priority Splitter producing gaps with full input
It's going to happen. If the left belt ore is one or two ticks ahead of the right belt ore, the splitter can start passing the left ore, see the right ore and have to decide which belt to send it to. Since the left belt's currently busy (in that lane), it sends it out the right belt. But then there...
- Thu Feb 22, 2024 10:58 pm
- Forum: Bug Reports
- Topic: [1.1.104] Priority Splitter producing gaps with full input
- Replies: 8
- Views: 872
[1.1.104] Priority Splitter producing gaps with full input
Related: https://forums.factorio.com/viewtopic.php?f=23&t=111444 Repost as topic was phrased poorly and described wrongly. Situation: red box input is permanently full and never has any gaps Expected bahavior: prioritized side of the output also has no gaps Actual bahavior: sometimes there is a ...
- Fri Jan 05, 2024 2:17 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 131
- Views: 24146
Re: Friday Facts #392 - Parametrised blueprints
This sounds really cool! Will you be able to get input parameters be set from an external source or condition of the Factory? like from a roboport network?
- Sat Nov 04, 2023 7:07 am
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 29384
Re: Friday Facts #383 - Super force building
Seems really cool! I love the landfill stuff in particular. While you are working in this anyways, what do you think about moving the automatic deconstruction if trees and rock to normal placement? To me personally it feels like I never don't force print as there always is any tree or rock or cliff ...
- Fri Sep 22, 2023 2:03 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 217
- Views: 49716
Re: Friday Facts #377 - New new rails
Is no one going to mention the combinator-looking thing being put into a red chest? https://i.imgur.com/EJwRqrL.png I, for one, welcome our new rail overlords! Remember, folks, you can download older versions of Factorio so you can keep onto your older saves once they become unsupported. I'll total...
- Sat Sep 16, 2023 9:23 pm
- Forum: Duplicates
- Topic: [1.1.91] Missing curcuitry "pulse" when sideloading on a belt
- Replies: 1
- Views: 347
[1.1.91] Missing curcuitry "pulse" when sideloading on a belt
Items that are sideloaded on another belt are sometimes not creating a circuitry pulse.
See video for explanation. Savegame with replay at exact position attached.
Watch: https://youtu.be/F8_VsnAxFrs
See video for explanation. Savegame with replay at exact position attached.
Watch: https://youtu.be/F8_VsnAxFrs
- Fri Sep 08, 2023 1:05 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 128084
Re: Friday Facts #375 - Quality
This sounds really interesting. My worries that the expansion would only extent existing content has vanished. This sound like a new mechanic that will offer us a lot of room for optimasation and complexity. Really appreaciate the courage to introduce new mechanics that really make the extension pla...
- Fri Aug 25, 2023 1:46 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 267
- Views: 69951
Re: Friday Facts #373 - Factorio: Space Age
Really exited for the expansion! Looking at the new science colors I really hope you consider some shape changes to the Flasks. Those colors do really get close to each other. Hard to see even for non colorblind people
- Mon Aug 07, 2023 1:22 am
- Forum: Ideas and Suggestions
- Topic: Colorblindness/Accessibility Improvements
- Replies: 9
- Views: 1401
Re: Colorblindness/Accessibility Improvements
I have a red green color weakness and can only second this. eg I have a lot of trouble to see greeninsh turret range on reddisch desert tiles. The color filters to not really help sufficiently with this. In this case a dotted range circle though would do the trick with ease.
- Tue Jul 04, 2023 1:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
- Replies: 6
- Views: 1957
Re: [boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
I like the new behavior much better from a speedrunner perspective running other categories though. Stuff dropping on ghost was really annoying. Also this change does appear like a clear improvement for the casual player, so seems good to me.
- Fri Jun 16, 2023 6:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.84] Single drop coal into furnaces/drills dont work with double binds
- Replies: 9
- Views: 3439
Re: [1.1.84] Single drop coal into furnaces/drills dont work with double binds
I really appreaciate that, thank you!
- Thu Jun 15, 2023 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.84] Single drop coal into furnaces/drills dont work with double binds
- Replies: 9
- Views: 3439
Re: [1.1.84] Single drop coal into furnaces/drills dont work with double binds
I just want to add that even though this may not look like a big issue at first, for us speedrunners it really is very important. We really would highly appreaciate the previos behavior to be restored
- Thu Dec 01, 2022 7:40 pm
- Forum: Pending
- Topic: [1.1.73] Desync on joining game
- Replies: 3
- Views: 853
[1.1.73] Desync on joining game
Report attached,
is using a mod, but that one is trivial (just a clock) and should change anything.
is using a mod, but that one is trivial (just a clock) and should change anything.
- Mon Oct 10, 2022 5:47 pm
- Forum: Bug Reports
- Topic: [1.1.41] Redundant power pole placed while building
- Replies: 6
- Views: 3217
Re: [1.1.41] Redundant power pole placed while building
Pretty forced in this replay. You get it rarely when you keep pressing down the mouse button all the time while then swapping the entity to place between poles and inserters. Not sure it's exactly the same case. Replay attached.
- Fri Jun 03, 2022 10:27 pm
- Forum: Minor issues
- Topic: [1.1.59] Q-Picking is delayed so GUI box still opens
- Replies: 2
- Views: 1185
Re: [1.1.59] Q-Picking is delayed so GUI box still opens
Here is a case where its even more easy to reproduce
- hold item in hand
- double q oder entity
- drag immediately
As visible in the replay the gui sometime only appears for a frame. I think this can end up in a case where the gui isn't visible at all like in the clip
Replay attached
- hold item in hand
- double q oder entity
- drag immediately
As visible in the replay the gui sometime only appears for a frame. I think this can end up in a case where the gui isn't visible at all like in the clip
Replay attached
- Fri Jun 03, 2022 10:13 pm
- Forum: Minor issues
- Topic: [1.1.59] Q-Picking is delayed so GUI box still opens
- Replies: 2
- Views: 1185
[1.1.59] Q-Picking is delayed so GUI box still opens
Case: Press Pipette tool Q and immediately/ simultaneously leftclick / place Behavior: you open the GUI of the entity AND you have an item on you cursor that you place I thin this can also result in a case where the GUI immediately closes but the smart belt draggign is still messed up See: https://c...
- Fri Jun 03, 2022 4:06 am
- Forum: Fixed for 2.0
- Topic: [kovarex][1.1.59] Lock belt working inconsistent
- Replies: 5
- Views: 2562
Re: [1.1.59] Lock belt working inconsistent
I am finally able to fully reproduce the bug!
It happens when you place a belt at the same time you rotate! (I rebound rotate to space in case this matters)
Here is a replay with 3 cases of the bug attached
It happens when you place a belt at the same time you rotate! (I rebound rotate to space in case this matters)
Here is a replay with 3 cases of the bug attached
- Thu Jun 02, 2022 4:02 pm
- Forum: Fixed for 2.0
- Topic: [kovarex][1.1.59] Lock belt working inconsistent
- Replies: 5
- Views: 2562
[kovarex][1.1.59] Lock belt working inconsistent
Sometimes (about once each hour of playtime) the "Lock belt to straight line" / "Smart belt dragging" will fail to activate. At first I thought this is related to q picking, but now i have this clip where is occurs by hot-keying as well. I will provide more clips and a replay the...