Search found 129 matches
- 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...
- 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
- 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...
- 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%
- 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...
- 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...
- 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
- 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...
- 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
- 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...
- 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
my thoughts exactly, and how would it react to ghostsEnderdraak wrote: ↑Fri Oct 30, 2020 9:22 amNice, but I was more thinking along the lines of PVP anti automatic spidertron defeneses
- Fri Aug 14, 2020 7:31 pm
- Forum: DyWorld
- Topic: DyWorld General Discussion
- Replies: 36
- Views: 28455
Re: DyWorld General Discussion
same question but for 1.0 now, but I'm afraid not, as his last post was from 2018moonshaman wrote: ↑Sat Jan 25, 2020 3:03 amHi @Dysoch, Will there be an update for Dyworld to Factorio version 1.18.x?
- 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...
- Sat Jul 04, 2020 4:33 pm
- Forum: Duplicates
- Topic: [0.17.79] rail highlighting inconsistent when placing powerpole
- Replies: 1
- Views: 780
- 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...
- 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 ...
- 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
- 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
https://www.sendspace.com/file/5zzc8i
- 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 ...
- 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)