Search found 129 matches

by dasiro
Sat Apr 24, 2021 7:44 pm
Forum: Not a bug
Topic: [1.1.32] Module request not canceled on recipe change
Replies: 2
Views: 1034

[1.1.32] Module request not canceled on recipe change

I've had a machine that was blueprinted and supposed to build science packs, but after changing the recipe to electric furnaces the productivity modules 3 that were supposed to go into the machine remained requested although this type of recipe doesn't allow for productivity modules, only speed or e...
by dasiro
Sun Mar 28, 2021 12:50 pm
Forum: Ideas and Suggestions
Topic: icon search
Replies: 3
Views: 1090

Re: icon search

k, I missed the minus-sign. When you hover over it, it's called "iron ore" so maybe that's why it's extra confusing
by dasiro
Sat Mar 27, 2021 8:56 pm
Forum: Ideas and Suggestions
Topic: icon search
Replies: 3
Views: 1090

icon search

TL;DR implement icon search just like it can be used in train names, but then for the train overview, crafting and logistics windows/tab What ? add an icon search button to the global search function search.png Why ? Since it's possible to add an icon to the name of a train stop, a lot of players n...
by dasiro
Sat Mar 13, 2021 11:45 am
Forum: Not a bug
Topic: [0.17.79] Inventory split does not round properly for Cargo Wagons
Replies: 4
Views: 1581

Re: [0.17.79] Inventory split does not round properly for Cargo Wagons

neither for locomotives and their stack size is 5. Having 2 stacks in a chest results in grabbing only 4 loco's instead of 5 because each stack is rounded down to 2, a difference of 20% :(
by dasiro
Sun Dec 13, 2020 12:08 pm
Forum: Not a bug
Topic: [1.1.5] enter wagon
Replies: 2
Views: 952

[1.1.5] enter wagon

I'm not sure if it's a bug or a feature, but I noticed I can enter my cargo wagons instead of only the locomotive. When I look at the inventory of the wagon I can't see myself in it (just as last user). Does this mean you can have 1 partytrain with 16 wagons and take your friends out in the middle o...
by dasiro
Fri Dec 04, 2020 9:29 pm
Forum: Ideas and Suggestions
Topic: cycle to next stop with same name
Replies: 1
Views: 614

cycle to next stop with same name

from the stop view you can see all trains with the that stop in their schedule, but there is no possibility to show all stops with the same name, although they're counted. It would be a lot easier to just cycle through those stops instead of having to go manually find them on the map. on the same to...
by dasiro
Fri Dec 04, 2020 9:23 pm
Forum: Implemented in 2.0
Topic: Fix Landfill Blueprinting
Replies: 23
Views: 5942

Re: Fix Landfill Blueprinting

landfill should be treated as terrain, not tile or entity, so that you can have the 3 layers in 1 blueprint: an inserter standing on concreted landfill
by dasiro
Fri Nov 13, 2020 12:34 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99277

Re: Friday Facts #363 - 1.1 is getting close

I am not so certain about the inventory revert, I quite like the way it is right now. It is less busy the way it is now, and most of the time you don't need both at the same time. Maybe someone from Wube can confirm, but the way I read it, the tabs will still be available as an option, just the def...
by dasiro
Sun Nov 08, 2020 2:27 pm
Forum: Not a bug
Topic: [1.0.0] train Path-finding bug?
Replies: 2
Views: 1013

Re: [1.0.0] train Path-finding bug?

nice find, this is probably just an unfortunate segment coloring :oops:
by dasiro
Sun Nov 08, 2020 10:47 am
Forum: Not a bug
Topic: [1.0.0] train Path-finding bug?
Replies: 2
Views: 1013

[1.0.0] train Path-finding bug?

I have a train that's waiting for a blue chain signal because it wants to pass through an occupied station instead of the bypass https://i.imgur.com/o3NEuWL.png https://i.imgur.com/5NXtmD1.png as far as I can see all my signals (multiple because of blueprint recycling) look ok and the penalty for pa...
by dasiro
Fri Oct 30, 2020 11:54 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79318

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Enderdraak wrote:
Fri Oct 30, 2020 9:22 am
Nice, but I was more thinking along the lines of PVP anti automatic spidertron defeneses
Image
my thoughts exactly, and how would it react to ghosts
by dasiro
Fri Aug 14, 2020 7:31 pm
Forum: DyWorld
Topic: DyWorld General Discussion
Replies: 36
Views: 28455

Re: DyWorld General Discussion

moonshaman wrote:
Sat Jan 25, 2020 3:03 am
Hi @Dysoch, Will there be an update for Dyworld to Factorio version 1.18.x?
same question but for 1.0 now, but I'm afraid not, as his last post was from 2018 :(
by dasiro
Fri Jul 24, 2020 2:29 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 45024

Re: Friday Facts #357 - Nuke

If the related ID isn't available any more while loading a game. Instead of just plainly removing it, it is marked as unknown and the original textual representation of the ID is stored in a special way. Will a reference to the containing mod still available? If you're playing with a lot of mods, i...
by dasiro
Sat Jul 04, 2020 4:33 pm
Forum: Duplicates
Topic: [0.17.79] rail highlighting inconsistent when placing powerpole
Replies: 1
Views: 780

[0.17.79] rail highlighting inconsistent when placing powerpole

I know it's not the last version, but I can't upgrade right now, since not all mods that I use are supported.

In the red parts the crossbeams are highlighted, but in the green parts they are not:
Image
by dasiro
Sat Dec 28, 2019 8:34 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 53055

Re: Friday Facts #327 - 2020 Vision

I wonder how long till three million... Any bets? Depends on your sales graph and the potential amount of players vs the amount that already own the game. It's been pretty polished and on sale for so long that I'm afraid most people who wanted it aren't waiting for the launch. Surely it will bump s...
by dasiro
Wed Aug 21, 2019 4:47 pm
Forum: Pending
Topic: [17.66] random marked for deconstruction?
Replies: 6
Views: 2014

Re: [17.66] random marked for deconstruction?

Ctrl+W should have been undo on azerty keyboard by default, exactly because of accidental triggering of undo, did you rebind it to Ctrl+Z in the past or was the default wrong? No it was probably default wrong, because the last version I played before picking up the game again didn't even have undo ...
by dasiro
Mon Aug 19, 2019 4:59 pm
Forum: Pending
Topic: [17.66] random marked for deconstruction?
Replies: 6
Views: 2014

Re: [17.66] random marked for deconstruction?

that might have been possible, as I'm using an azerty keyboard with remapped wasd to zqsd for movement. I noticed holding ctrl+ moving up didn't do anything so I've remapped undo to ctrl+w and this will probably be the solution, thx for the extra insight :D
by dasiro
Sun Aug 18, 2019 3:03 pm
Forum: Pending
Topic: [17.66] random marked for deconstruction?
Replies: 6
Views: 2014

Re: [17.66] random marked for deconstruction?

It's hard to reproduce, but it seems regularly to be items I've build not too long ago. I tried to go back a few autosaves, but it's been too long after 3 autosaves so I'll just drop the earliest here and hope there's some useful info in it

https://www.sendspace.com/file/5zzc8i
by dasiro
Sun Aug 18, 2019 8:41 am
Forum: Pending
Topic: [17.66] random marked for deconstruction?
Replies: 6
Views: 2014

[17.66] random marked for deconstruction?

It's been a while since I've played, but since a few days it seems like I'm getting a lot of items marked for deconstruction without touching the default alt+D What's even weirder is that I can't cancel it with shift+LMB. The only option is to actually deconstruct the item and reconstruct it (which ...
by dasiro
Fri May 24, 2019 1:21 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27665

Re: Friday Facts #296 - All kinds of bugs

everyone loves a good bug-hunt (once it's solved) :)

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