This signal:
Will be lost upon cloning.
Search found 356 matches
- Thu Aug 15, 2019 1:50 pm
- Forum: Minor issues
- Topic: [Rseding91] [0.17.65] Another cloning bug, this time with combinators
- Replies: 2
- Views: 963
- Sun Aug 11, 2019 6:42 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
- Replies: 4
- Views: 1548
Re: [0.17.64] Chart rendering ignores tint on utility sprites
Don't forget to set hr_version={ tint=whatever }
- Sun Aug 11, 2019 6:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.64] Crash when exploring map
- Replies: 3
- Views: 1381
Re: [0.17.64] Crash when exploring map
From the error, my best guess is that something about one of your mods trying to write symbols, or something else invalid to the log file. What with the error: Symbols.size()==37, usedSize==25 But that's just a guess. 1. Helmod appears to be erroring on load: 637.641 Script @__helmod__/controller/Co...
- Sat Aug 10, 2019 1:09 am
- Forum: Not a bug
- Topic: [0.17.64] Bug with entity cloning order and on_entity_cloned event not being called
- Replies: 1
- Views: 490
[0.17.64] Bug with entity cloning order and on_entity_cloned event not being called
https://mods.factorio.com/mod/Factorissimo2/discussion/5d4c969c3fac7d000d283949 If you run surface.clone_entities{entities={e1, e2, e3}, ...}, and the clone events are in order e1, e2, e3, but the on_entity_cloned event of e2 deletes e1 and e3, then clones of e1, e2, e3 will all be created, but ther...
- Sat Aug 10, 2019 12:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.64] Desync caused by surface.clone_entities, surface.clone_area and entity.clone
- Replies: 2
- Views: 2332
[Twinsen] [0.17.64] Desync caused by surface.clone_entities, surface.clone_area and entity.clone
Setup: 1. Place an accumulator. 2. Power pole (of any kind), it must be to the lower-right (or lower-left) of the accumulator. 3. Using a small steam engine setup, supply the accumulator with some power. 4. Clone the accumulator (don't have to include the power pole) 5. ???? 6. Desync. Proof: https:...
- Fri Jul 26, 2019 6:29 pm
- Forum: Mods
- Topic: [0.17+] Warptorio2
- Replies: 12
- Views: 11731
[0.17+] Warptorio2
Warptorio2 https://mods.factorio.com/mod/warptorio2 https://mods-data.factorio.com/assets/14e521e4994346e6c05088cdb33ef7253dcda901.png https://mods-data.factorio.com/assets/8aae8384eea2c8ed4151934dde56c31174698e21.png Discord: https://discord.gg/a9CNarA Gameplay: Build your base on a platform that ...
- Sat May 12, 2018 6:08 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
Re: In-Game System Clock display
just not why you are so quick to dismiss other means of telling the time. A watch is an incredibly useful thing that IMO everyone should have Well i'm dismissing these other means for the same reason i am dismissing my current method (alt-tabbing every 10 seconds to show taskbar). It's just too eas...
- Sat May 12, 2018 5:24 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
Re: In-Game System Clock display
Was poking around the other threads. This has been suggested a few times already, with a dev response saying that it is not currently possible to add a real-time clock into the game using mods , and that it might be added into the base gamemode: https://forums.factorio.com/viewtopic.php?f=6&t=60...
- Sat May 12, 2018 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Remember inventor filter settings on death
- Replies: 6
- Views: 2477
Re: Remember inventor filter settings on death
Sounds more like a bug than a suggestion.
+Support plez fix
+Support plez fix
- Sat May 12, 2018 5:04 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
Re: In-Game System Clock display
Having a system clock is also unnecessary clutter on the screen though Agreed. I am not suggesting it should default to on. and will be information that players that arent playing in fullscreen borderless mode already have. As i have stated, this will not be useful for some players who rely on othe...
- Sat May 12, 2018 3:53 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
Re: In-Game System Clock display
Wouldn't that get really annoying with your wrist always in contact with your table/mousepad/etc? No - generally only my hand is in contact with my mouse. What? I said wrist in contact with the table/mousepad. Not hand in contact with the mouse... Anyway what are you trying to say? An option for &q...
- Sat May 12, 2018 3:47 pm
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
Re: In-Game System Clock display
Never understood why real life time should be displayed in a computer game (except when events in the game are timed depending on the IRL time of course). It's because Exit Points are very important if you want your game to be Humanely Designed . Or to put it another way, having the system clock to...
- Sat May 12, 2018 9:52 am
- Forum: Ideas and Suggestions
- Topic: Folders for blueprint UI
- Replies: 2
- Views: 1287
Re: Folders for blueprint UI
+Support
Folders please!
Folders please!
- Sat May 12, 2018 6:43 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives create craters
- Replies: 10
- Views: 3435
Re: Cliff explosives create craters
That's a pretty good point. Alright, what about just restoring water that has been land-filled? So errors or mistakes that have been made when filling in water can be corrected without needing to save/reload, which is often not possible anyway if too much time has passed. The key issue here is that ...
- Sat May 12, 2018 6:15 am
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
Re: In-Game System Clock display
The usual way to get the time is by using a watch I'm not one of those people that constantly need to look at their phone. As for your watch, is it syncronized with an NTP server and does it adjust for daylight savings in your local region? And not everyone can afford those fancy new "smart wa...
- Sat May 12, 2018 3:00 am
- Forum: Ideas and Suggestions
- Topic: Cross-version server browser
- Replies: 6
- Views: 2894
Re: Cross-version server browser
Agreed, there should be an option to list ALL public servers, not just the ones running on the same version as you.
I would expect this to be a tickbox so that i can filter them out if i'm looking for a server to join.
I would expect this to be a tickbox so that i can filter them out if i'm looking for a server to join.
- Sat May 12, 2018 2:51 am
- Forum: Ideas and Suggestions
- Topic: A idea, factorio currency.
- Replies: 2
- Views: 1310
Re: A idea, factorio currency.
So, let me try to make sense of this. #1: you want a trading thing for multiplayer servers. Response: this sounds like something you should be using mods for. Something like this has no place in the vanilla version of the game. #2: you want to be able to trade to a "global market" in singl...
- Sat May 12, 2018 2:37 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 17444
Re: Iron Chests, An Idea for Conversion and Re-Use
Agreed, iron chests are worthless. I skip them all together and go straight to steel chests, and i try to limit the number of wooden chests i create. A way to recycle them might be useful for other players though. Or to say that another way, iron chests don't need to exist in the game because they a...
- Sat May 12, 2018 2:33 am
- Forum: Ideas and Suggestions
- Topic: Simple suggestion: right click to place only 1 module
- Replies: 5
- Views: 1812
Re: Simple suggestion: right click to place only 1 module
Third! +support
Also, we should be able to replace modules already in a structure when we go to place new ones in them, rather then only being able to replace with upgrades.
Also, please add a way to easily take modules out of structures. (you can't do this easily right now)
Also, we should be able to replace modules already in a structure when we go to place new ones in them, rather then only being able to replace with upgrades.
Also, please add a way to easily take modules out of structures. (you can't do this easily right now)
- Sat May 12, 2018 2:28 am
- Forum: Implemented Suggestions
- Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
- Replies: 24
- Views: 14680
In-Game System Clock display
TL;DR Factorio should show your local system clock while in-game. What ? aka, the time that's displayed on your computer. Don't care where it is, just that it is visible at all times, or at least an option for it. Why ? When playing full screen, it is very easy to lose track of time. I find myself ...