Search found 137 matches
- Mon Sep 15, 2014 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.11] Mousebuttons & the GUI
- Replies: 5
- Views: 5355
[0.10.11] Mousebuttons & the GUI
This is a continuation thread for this persisting bug described here https://forums.factorio.com/forum/viewtopic.php?f=11&t=5130 and https://forums.factorio.com/forum/viewtopic.php?f=11&t=4799 current situation in 0.10.11: non-interface actions bound to mousebuttons don't function when the c...
- Sun Sep 14, 2014 7:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.10] Long entity name permanently enlarges sidebar
- Replies: 2
- Views: 2870
Re: [0.10.10] Long entity name permanently enlarges sidebar
Also happens when researching techs with long names from mods.
- Thu Sep 11, 2014 1:55 pm
- Forum: Not a bug
- Topic: [10.8] Shooting behind a wall
- Replies: 7
- Views: 9571
Re: [10.8] Shooting behind a wall
It's about one meter high. You might have noticed that this game doens't exactly aim for proportional size correctness.EditorRUS wrote:I don't get how tall a wall is. It's taller than a biter could jump and shorter than the player?
- Thu Sep 11, 2014 1:34 pm
- Forum: Implemented Suggestions
- Topic: lay repeating underground pipes like power lines
- Replies: 49
- Views: 43190
Re: lay repeating underground pipes like power lines
Thought I'd bump this cause placing underground pipes is easily the most annoying thing in the game
- Thu Sep 11, 2014 12:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] reassign pending construction robots with cargo
- Replies: 11
- Views: 13811
Re: [0.10.9] hovering construction robots
Thinking about it some more I guess I wouldn't have this problem if I used only passive provider chests and a storage chest for these situations but still.
- Thu Sep 11, 2014 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] reassign pending construction robots with cargo
- Replies: 11
- Views: 13811
[0.10.9] reassign pending construction robots with cargo
When a construction robot is carrying an item to a destination, and that destination becomes no longer valid because the ghost time has run out or you manually removed the ghost, it will just keep hovering on the spot, until you remove the item from it, put down a storage or requester chest, or it r...
- Thu Sep 11, 2014 9:21 am
- Forum: Not a bug
- Topic: [10.8] Shooting behind a wall
- Replies: 7
- Views: 9571
Re: [10.8] Shooting behind a wall
You can shoot over walls with most weapons. You can't with the shotgun probably because it shoots a cone of pellets rather than at a specific target. My guess is that the design philosophy behind this is that when your wall is being attacked you don't need to break it down and go to the other side t...
- Tue Sep 09, 2014 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] Mouse buttons not working over gui
- Replies: 12
- Views: 9040
Re: [0.10.6][slpwnd] Mouse buttons not working over gui
Another related problem is that when you draw a square for the deconstruction planner, your square gets canceled as soon as the cursor touches the gui.
- Tue Sep 09, 2014 10:11 pm
- Forum: 1 / 0 magic
- Topic: [0.10.9] biter stuck in the water
- Replies: 2
- Views: 4449
Re: [0.10.9] biter stuck in the water
I don't have any useful savegames from before this happened sorry. Used mods are most of Dytech, landfill and timebuttons.
- Tue Sep 09, 2014 9:35 pm
- Forum: Off topic
- Topic: Anyone interessed to Amnesia: The Dark Descent ?
- Replies: 1
- Views: 5270
Re: Anyone interessed to Amnesia: The Dark Descent ?
Maybe both the best horror adventure of all time, and scariest game of all time. One of those rare games (like factorio) that is truely brilliant. I applaud you for making someone very happy with a steam key for this. (hm maybe happy is not the right word cause the game is pure terror)
- Tue Sep 09, 2014 11:53 am
- Forum: 1 / 0 magic
- Topic: [0.10.9] biter stuck in the water
- Replies: 2
- Views: 4449
[0.10.9] biter stuck in the water
I guess this guy wandered into the water and now he's stuck. It's too far away from a spawner to spawn there.
- Sat Sep 06, 2014 2:29 am
- Forum: Resolved Problems and Bugs
- Topic: minor issue with toolbelt stacks
- Replies: 5
- Views: 4346
Re: minor issue with toolbelt stacks
If you want to get rid of the item on your cursor, press q and it goes into your toolbelt if there's not a stack or a stack with room else it goes to your main inventory. Yes but I have the item on the cursor for a reason, like I'm building walls while crafting more walls, or rearranging my belts. ...
- Fri Sep 05, 2014 5:14 pm
- Forum: Resolved Problems and Bugs
- Topic: minor issue with toolbelt stacks
- Replies: 5
- Views: 4346
Re: minor issue with toolbelt stacks
Yes I'm aware but then you need to filter every slot and can't add new things to the toolbelt quickly. It loses a lot of its functionality that way.Rseding91 wrote:You can filter toolbelt slots to prevent exactly this. Simply middle mouse click the slot to set the filter.
- Thu Sep 04, 2014 5:16 am
- Forum: Resolved Problems and Bugs
- Topic: minor issue with toolbelt stacks
- Replies: 5
- Views: 4346
minor issue with toolbelt stacks
So when you deconstruct a building it goes to the toolbelt -> great unless there is a full stack in the toolbelt, then it goes to the inventory -> great when you are holding the same building "in hand" you're picking up it adds to the stack in hand -> great unless that stack is full, then ...
- Thu Sep 04, 2014 3:27 am
- Forum: General discussion
- Topic: Whats the hardest setting thats barely beatable?
- Replies: 4
- Views: 4048
Re: Whats the hardest setting thats barely beatable?
With too many biters their AI fails so I often find it harder on high/big than on very high/very big. Starting area size has a big impact on difficulty.
- Fri Aug 29, 2014 5:39 pm
- Forum: Releases
- Topic: Version 0.10.9
- Replies: 14
- Views: 31890
Re: Version 0.10.9
Fixed bug when some controls didn't work with mouse over the gui (https://forums.factorio.com/forum/viewtopic.php?f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding. Still not working guys, same behavior as before. Are you sure that'...
- Fri Aug 29, 2014 5:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] Mouse buttons not working over gui
- Replies: 12
- Views: 9040
Re: [0.10.6][slpwnd] Mouse buttons not working over gui
With the 0.10.9 fix it's now working for the scroll wheel to zoom in/out but nothing changed for mouse buttons 4 and 5
- Fri Aug 29, 2014 4:53 pm
- Forum: Releases
- Topic: Version 0.10.9
- Replies: 14
- Views: 31890
Re: Version 0.10.9
Still not working guys, same behavior as before.kovarex wrote: Fixed bug when some controls didn't work with mouse over the gui (https://forums.factorio.com/forum/vie ... f=7&t=5130) Now they work just fine unless there is a gui action (i.e. crafting, transfer) with the same binding.
- Fri Aug 29, 2014 4:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Automatic Update Crash
- Replies: 5
- Views: 1926
Re: [0.10.3] Automatic Update Crash
The 0.10.9 is the first 0.10.x update that didn't give this "factorio.exe stopped working" for me.
- Fri Aug 29, 2014 6:43 am
- Forum: Not a bug
- Topic: [0.10.8] oil field abundance
- Replies: 7
- Views: 2806
Re: [0.10.8] oil field abundance
I did some more testing and compared to 9.8 and it probably just comes down to variance (of which there is too much in map creation though). Not using mods.