Search found 197 matches
- Wed Jun 28, 2017 5:48 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 33468
Re: [0.15] Folks Factorio Fabrications
Regarding Shuttle Light: Please add a toggle to stay on automatic mode after reaching a station so stops read train id and inventory. I can't second this hard enough. Since the mod (at least, I think it's STL) provides a keybind to toggle manual mode anyway, it would be trivial to just use that aft...
- Wed Jun 28, 2017 4:04 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 41901
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Pressing the hotkey (usually accidentally) for flipping a blueprint without having a blueprint on the cursor (usually has been rail or ghosted rail) causes the game to crash. Just installed the mod and ran into this within five minutes. In addition to the suggested code change, I propose that the d...
- Tue Jun 27, 2017 4:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Unwanted grouping placing lomomotive on a station
- Replies: 2
- Views: 2174
Re: [0.15.23] Unwanted grouping placing lomomotive on a station
I thought that looked odd when it happened yesterday, while I was upgrading all of my oil trains with extra locomotives. Didn't even think to report it as a bug, and here it is resolved for the next patch.
- Tue Jun 27, 2017 5:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.x] Deconstruction planner summary goes off screen edge
- Replies: 1
- Views: 1867
[Rseding91] [0.15.x] Deconstruction planner summary goes off screen edge
Playing fullscreen on a 1080p display, if I zoom all the way out and use the deconstruction planner to mark large areas from top right to bottom left (like the entire smelting setup for one of my circuit factories, tonight), if the cursor gets too close to the left edge of the screen the summary of ...
- Tue Jun 27, 2017 4:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.23] Impossible to use items filters with Macbooks
- Replies: 6
- Views: 4457
Re: [0.15.23] Impossible to use items filters with Macbooks
I play on a MacBook Pro (using Steam streaming, but the limitations of the MBP's input devices still apply). My solution is to use an external keyboard, mouse, and monitor, but if I did not have a USB mouse I would definitely rebind the item filter from MOUSE3 to something with a modifier key. Wheth...
- Tue Jun 27, 2017 12:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.23] Blueprint UI shares scrollbar state across views
- Replies: 3
- Views: 2473
Re: [0.15.23] Blueprint UI shares scrollbar state across views
I wanted to make a screencast, but I'm not set up for that at the moment (hardware can't handle the game and recording simultaneously). So here's a simple example using screenshots. (I realized while doing this that it would be nice if some key would exit the current book, so I don't have to click t...
- Sun Jun 25, 2017 9:14 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50834
Re: [MOD 0.15] Vehicle Wagon 1.1.1
Vehicle Wagon v1.1.1 works for me too; was just curious if any changes had to be made to fix winching. Guess my question was kinda ambiguous, sorry. :) Edit: It's a little thing, but how annoying would it be to make it so Q (the object pipette tool) picks up an empty vehicle wagon from inventory eve...
- Sun Jun 25, 2017 7:02 am
- Forum: Ideas and Suggestions
- Topic: [0.15.23] Poor UX removing blueprints from books in library
- Replies: 1
- Views: 649
[0.15.23] Poor UX removing blueprints from books in library
I imported a set of blueprint books from the forums here that turned out to have a sizable number of duplicates in one of the books. Figuring it would be easy to just delete them, I started doing so with the blueprint library UI. Right-click book Scroll to next duplicate blueprint Right-click bluepr...
- Sun Jun 25, 2017 6:32 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50834
Re: [MOD 0.15] Vehicle Wagon 1.1.1
Cheers, Supercheese. I'm glad I didn't start using OIC until after that bug was fixed…
Any thoughts on the breakage of winching things onto the vehicle wagons in 0.15.22/23?
Any thoughts on the breakage of winching things onto the vehicle wagons in 0.15.22/23?
- Sat Jun 24, 2017 6:09 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 541380
Re: [MOD 0.14] AAI Programmable Vehicles
I guess it's questionable whether this is a mod issue, but when I removed the AAI mod set from my save (since I wasn't using it this game), Factorio deleted my cars & tanks, including trunk contents (fuel & ammo stockpiles, mostly). I assume this is because AAI replaced the vanilla versions ...
- Fri Jun 23, 2017 11:43 pm
- Forum: Duplicates
- Topic: [15.x] Crash during loading on macOS
- Replies: 5
- Views: 2777
Re: [15.x] Crash during loading on macOS
Yep, I reported this upon first upgrading from 0.14 to 0.15 on my MacBook Pro and manually editing the config file to use less video memory fixed it. viewtopic.php?f=23&t=48397
- Fri Jun 23, 2017 11:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.15.23] Blueprint UI shares scrollbar state across views
- Replies: 3
- Views: 2473
[Oxyd] [0.15.23] Blueprint UI shares scrollbar state across views
Cleaning up my blueprint library today, I noticed that the scrollbar position in the blueprint library is shared between views. So if I go into a blueprint book, the scrollbar state from the main library list is used. I can scroll around in that book, then when I go up a level the scrollbar position...
- Fri Jun 23, 2017 11:02 pm
- Forum: Technical Help
- Topic: low UPS again, barely reached the half of the game
- Replies: 10
- Views: 4671
Re: low UPS again, barely reached the half of the game
It's just a limitation of the game on current hardware, as I understand it. Factorio doesn't use 100% of the CPU because it doesn't need that; it needs more memory bandwidth. Harkonnen's post linked by Tekky goes into some depth about how the game could use 100% CPU but doesn't, and so far it's just...
- Fri Jun 23, 2017 10:55 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50834
Re: [MOD 0.15] Vehicle Wagon 1.1.0
Well, that explains why this quit working on my save. I was able to winch both vehicles off of the vehicle wagons, but not put them back on. Since I thus had an empty train, I just recycled the parts and removed the mod for now. I don't remember seeing much in the recent Factorio change notes that w...
- Fri Jun 23, 2017 11:34 am
- Forum: Not a bug
- Topic: [0.15.23] Crash after enabling/disabling/deleting mods
- Replies: 3
- Views: 986
Re: [0.15.23] Crash after enabling/disabling/deleting mods
Oh, that was installed ages ago for testing when I brought the system out of storage. I should just remove it, since I haven't used the OSD in months. Thanks!
- Fri Jun 23, 2017 8:58 am
- Forum: Technical Help
- Topic: low UPS again, barely reached the half of the game
- Replies: 10
- Views: 4671
Re: low UPS again, barely reached the half of the game
I had significant UPS drop before I ever started playing with mods, just getting to Mass Production 3. If I look at the timings using the debug menu, even now that I have a number of mods installed, it appears that most of the time is spent in the entity update phase. Since I have lots of long trans...
- Fri Jun 23, 2017 8:51 am
- Forum: Not a bug
- Topic: [0.15.23] Crash after enabling/disabling/deleting mods
- Replies: 3
- Views: 986
[0.15.23] Crash after enabling/disabling/deleting mods
After my latest session, I elected to remove a number of mods as long as I was re-enabling EvoGUI now that it's been updated. Factorio crashed upon relaunching itself. All I have, unfortunately, is the factorio-previous.log from the aborted restart; the log of the session in which I actually perform...
- Fri Jun 23, 2017 7:58 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 69224
Re: [MOD 0.14] AAI Vehicles: Miner
Add, please, the choice of extracted ore! I want to collect only iron ore, and collect both stones and copper ore. I've poked at the Unit Data settings for the miner I crafted to play with, and it doesn't seem to change what it mines in response to signals. I tried negative (the default), zero, and...
- Fri Jun 23, 2017 12:41 am
- Forum: Releases
- Topic: Version 0.15.23
- Replies: 20
- Views: 20281
Re: Version 0.15.23
These were both making me crazy last night and I was gonna report them today, but no need! <3* Fixed that number-input fields would also block letters/other keys. (50061)
[…]
* Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. (50039)
- Wed Jun 21, 2017 12:38 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 188
- Views: 71923
Re: [MOD 0.14.x|MOD 0.13.9+]Recycling Machines
With 0.15 it may be possible to know that mods have been changed since the last save, and trigger some new recipe generation, I'll check that out. I went poking about in the Lua API documentation a bit just now, and I think I hit the jackpot for this in the form of LuaBootstrap.on_configuration_cha...