Search found 526 matches
- Sun Nov 03, 2024 3:14 pm
- Forum: Not a bug
- Topic: [2.0.13] Unselected planets default Unload to on
- Replies: 2
- Views: 325
Re: [2.0.13] Unselected planets default Unload to on
They will only disappear if Nauvis landing pad is requesting iron plates, or platform is set to trash them.
- Sun Nov 03, 2024 3:10 pm
- Forum: Duplicates
- Topic: [2.0.13] on_player_driving_changed_state doesn't trigger when entering remote driving but it does on exit?
- Replies: 2
- Views: 216
- Sun Nov 03, 2024 12:01 pm
- Forum: Not a bug
- Topic: Rocket leaves to platform even if automatic requests are turned off
- Replies: 1
- Views: 520
Re: Rocket leaves to platform even if automatic requests are turned off
I believe this is working as intended. It is the only way to fill rocket silos transport inventory using inserters, they don't insert anything in automatic mode except rocket parts.
On another note, if you want to travel to platform on your player the rocket inventory must be empty first.
On another note, if you want to travel to platform on your player the rocket inventory must be empty first.
- Sun Nov 03, 2024 11:48 am
- Forum: Resolved Problems and Bugs
- Topic: Ship stuck in orbit with outstanding request
- Replies: 7
- Views: 1084
Re: SHIPS STUCK IN ORBIT WITH OUTSTANDING REQUEST - VIDEO INCLUDED
You are using modded roboports with super long range. They aren't delivering the stuff into rocket silo so it doesn't launch off.
However they manage to build the rockets themselves with requester chests. There could still be a mod interaction issue you should confirm with normal roboports? Or ...
However they manage to build the rockets themselves with requester chests. There could still be a mod interaction issue you should confirm with normal roboports? Or ...
- Sun Nov 03, 2024 11:26 am
- Forum: Not a bug
- Topic: [2.0.13] Quality blueprints lose quality when storing in blueprint library or exported to string
- Replies: 4
- Views: 967
Re: [2.0.13] Quality Blueprints Lose Quality When Storing in Blueprint Library or Exported to String
How do you make such a thing, in editor mode? In normal game you can only do this (and it saves fine):
- Sun Nov 03, 2024 11:07 am
- Forum: Not a bug
- Topic: [2.0.14] Reverted captured spawner not targeted by turrets
- Replies: 12
- Views: 2052
Re: [2.0.14] Should laser turrets attack free nests again?
I believe turrets should not be firing captured spawners, fueled or not. What are you experiencing?
- Sat Nov 02, 2024 1:39 pm
- Forum: Not a bug
- Topic: [2.0.13] Mining drill doesn't tell ores underneath tooltip when placing it
- Replies: 5
- Views: 586
[2.0.13] Mining drill doesn't tell ores underneath tooltip when placing it
Main note; i am using interface setting where tooltips show next to cursor not on the right side below minimap. This tooltip would show fine with the right-side option.
There is a tooltip for mining drills that has info on "expected resources" that i am especially after. This shows when i hover ...
There is a tooltip for mining drills that has info on "expected resources" that i am especially after. This shows when i hover ...
- Sat Nov 02, 2024 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 39
- Views: 10732
Re: [2.0.11] Thrusters swapping Fuel and Oxidizer
This is absurd. I even tried destroying each and every pipe on my platform and then pasting it with a blueprinted platform. That includes all factories pertaining to fluid creation. All of it scrapped and then pasted via blueprint.
There is a "new" feature that came in Factorio 1.1 (or earlier ...
- Sat Nov 02, 2024 12:24 pm
- Forum: Minor issues
- Topic: [2.0.13] Thruster side panel doesn't fit screen on default UI scale
- Replies: 9
- Views: 1973
Re: [2.0.13][UI] Thruster side panel doesn't fit screen when UI scale is 100%
It's a neverending problem with tooltips. If you increase UI scale to 125% then it goes over screen even with tooltip of common stone furnace. I thought there was a keybind like Alt+Scrollwheel to scroll the tooltip but i guess i misremembered.
However i found this workaround that to me is no ...
However i found this workaround that to me is no ...
- Sat Nov 02, 2024 12:36 am
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 8019
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
I'm assuming this bug concerns all players who had the achievement before 2.0, at least haven't seen anyone say otherwise. But it is a little sad to hear even if i were to get the achievement now it would still not record it.
- Thu Oct 31, 2024 9:22 am
- Forum: Assigned
- Topic: [Genhis][2.0.13] No LUA event triggers when player drives remotely
- Replies: 2
- Views: 534
[Genhis][2.0.13] No LUA event triggers when player drives remotely
There are mods that need to be informed runtime when player enters a vehicle. I have my VehicleSnap listen to a lot of different driving and surface related events, but none of them trigger when player enters a tank from remote view. However it does trigger when player leaves it...
I would assume ...
I would assume ...
- Tue Oct 29, 2024 8:19 pm
- Forum: Not a bug
- Topic: [Kovarex] [2.0.11] Rebind use to left click breaks spidertron remote
- Replies: 8
- Views: 1478
Re: [2.0.11] Rebind use to left click breaks spidertron remote
The reason "use-item" was re-bound to right click by default is so you don't left-click to open an entity GUI and throw grenades at it instead.
Having tried that at least you can't open GUI's with grenade in hand. But on spidertron the left-click clashes with left-click area selection. That is ...
- Tue Oct 29, 2024 6:52 pm
- Forum: Not a bug
- Topic: [Kovarex] [2.0.11] Rebind use to left click breaks spidertron remote
- Replies: 8
- Views: 1478
Re: [2.0.11] Rebind use to left click breaks spidertron remote
For me too the issue is binding "Use item" for grenades into left-click like it's always been:
10-29-2024, 20-49-11.png
The regular send command doesn't do anything, but the Shift-right-click for queued movement works. Changing the keybind to right-click would fix the issue but is little harder ...
10-29-2024, 20-49-11.png
The regular send command doesn't do anything, but the Shift-right-click for queued movement works. Changing the keybind to right-click would fix the issue but is little harder ...
- Tue Oct 29, 2024 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Cargo landing pad logistics are terrible
- Replies: 21
- Views: 8289
Re: Cargo landing pad logistics are terrible
3. The cargo landing pad acts like a BUFFER CHEST.
To elaborate on the 3rd point:
When I have a personal logistics request for <100 x very expensive item>, then bots will go and grab that from the cargo landing pad, and then the cargo landing pad will request more from orbit to replace it. This ...
- Tue Oct 29, 2024 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Rotating placed turrets
- Replies: 2
- Views: 391
Rotating placed turrets
It would be great if all turrets could be rotated also after they are placed, as currently it is only possible while placing. We can hover cursor over many other entities in the game and press R to rotate them, for example chemical plants, assemblers that have fluid connection or even trains.
10-29 ...
10-29 ...
- Mon Oct 28, 2024 9:36 am
- Forum: Won't fix.
- Topic: Logistic drones visual glitch
- Replies: 2
- Views: 473
Re: Logistic drones visual glitch
Are you sure you can replicate that? It doesn't happen for me
I tried also with refined concrete underneath but no yellow square.- Mon Oct 28, 2024 9:29 am
- Forum: Duplicates
- Topic: Infinite items on belt
- Replies: 1
- Views: 385
Re: Infinite items on belt
This has been known case for ages
viewtopic.php?t=55205
viewtopic.php?t=55205
- Thu Oct 24, 2024 3:03 pm
- Forum: Ideas and Suggestions
- Topic: How to get old map key functionality?
- Replies: 14
- Views: 1578
Re: How to get old map key functionality?
Having remote view remember the zoom level whenever it is reopened would be a very nice QoL. Right now every time you open it is it centered on the player character (that is good) at the second highest zoom level before entering camera mode (that is bad).
Agreed, i reported this in the beta ...
- Thu Oct 24, 2024 2:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Smarter/Better Platform drop logic
- Replies: 11
- Views: 3707
Re: Space platform is not dropping cargo to nauvis
I struggled with this too.
As far as i can tell, instead of setting a request on the ground you set a request of zero on the platform and it trashes it into the drop slots.
It's situational. It's fine to send all depleted uranium fuel with platform having 0 / 0 request. But if i were to do ...
- Thu Oct 24, 2024 2:32 pm
- Forum: Implemented Suggestions
- Topic: [2.0.9]Missing confirm deletion dialog on space platforms
- Replies: 20
- Views: 2086
Re: [2.0.9]Missing confirm deletion dialog on space platforms
So i think this is the same button you all refer to inside hub UI? It doesn't ask to confirm :/