Search found 174 matches

by arl85
Wed Aug 27, 2014 2:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x][kovarex] clear logistic slot amount on right click
Replies: 4
Views: 3386

Re: clear player logistic slot amount on right click

micomico wrote:close the inventory window after clearing the request. This makes factorio forget about the previous quantity.
If closing reset the quantity I think that NOT resetting it on right click is a bug, then.
by arl85
Wed Aug 27, 2014 2:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.x][kovarex] clear logistic slot amount on right click
Replies: 4
Views: 3386

[0.10.x][kovarex] clear logistic slot amount on right click

when you clear a player logistic slot (right click) the requested amount remains as it was before (ie: if it was 5 the slot retains 5 as requested amount even without anything requested).
I suggest to reset it to 1.
by arl85
Wed Aug 27, 2014 9:58 am
Forum: Minor issues
Topic: Any way to remove a red/green cable?
Replies: 7
Views: 11863

Any way to remove a red/green cable?

as title says, is there any way to remove a green or red cable after placing them?
I tried with "shift+click" on pole base but it only removed copper cable. The other solution is removing the complete pole
by arl85
Wed Aug 27, 2014 9:31 am
Forum: Resolved Problems and Bugs
Topic: [0.10.8][kovarex] pausing game hides window
Replies: 1
Views: 2049

[0.10.8][kovarex] pausing game hides window

  1. open smart inserter window
  2. pause the game (shift+space)
  3. unpause the game
the smart inserter window is not visible, but it's still open: you cannot select anything else on gui. the only way I found to close it is pressing E.
by arl85
Wed Aug 20, 2014 8:36 pm
Forum: Not a bug
Topic: [10.8-0] copy/paste between factories incorrect
Replies: 2
Views: 1320

Re: [10.8-0] copy/paste between factories incorrect

I also had this, but then I found that seems you cannot copy between different tier of assembler. in other words, you can only copy gray on gray and blue on blue, etc. when you press shift and hover on a candidate "destination" assembler, you can see a green box around "source" a...
by arl85
Wed Aug 20, 2014 1:46 pm
Forum: Not a bug
Topic: [0.10.8] assembly machine 1 can build assembly machine 3
Replies: 3
Views: 1263

[0.10.8] assembly machine 1 can build assembly machine 3

...but not assembly machine 2 or assembly machine 1.
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by arl85
Wed Aug 13, 2014 8:15 pm
Forum: Gameplay Help
Topic: Long distance water
Replies: 2
Views: 4931

Re: Long distance water

Yeah, for what I know water and other liquids simply try to fill connected pipe to the same level. a single pipe can store 10 units of water; a storage tank is just a bigger pipe, able to store 2500 units of water. offshore pumps insert 1 unit of water every tick (1 sec = 60 ticks = 60 units of wate...
by arl85
Wed Aug 13, 2014 7:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] roboport refers to "material"
Replies: 1
Views: 2379

[0.10.6] roboport refers to "material"

I don't know if it is intended, but roboport refer to "repair-pack" as "material".
Probably in future different items can be put there, but at the moment displayed name is "material" and icon is the old "repair-pack" icon.

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by arl85
Tue Aug 12, 2014 8:40 am
Forum: Implemented Suggestions
Topic: Barrels as universal liquid containers/Barreling all fluids
Replies: 11
Views: 6032

Re: Barrels as universal liquid containers

IIRC the "Extended transport mod" that allows this was in development but I've no idea if it's finished or if other mods already have this feature. in my philosophy, the general flow for suggestions is: 1. suggestion 2. mod that implements it (if possible) 3. trunk (if devs agree) so havin...
by arl85
Sun Aug 10, 2014 8:47 pm
Forum: Not a bug
Topic: [0.10.6] strange flow in pipes
Replies: 1
Views: 1240

[0.10.6] strange flow in pipes

In this savegame have a look at the left-most boiler. it contains 3.6 units of water. The boiler immediately to its right contains 2.6 units of water. (I disconnected accumulator and solar panel by purpose) the same is true for other pipes (value change over time but problem remains the same) http:/...
by arl85
Sun Aug 10, 2014 1:51 pm
Forum: Gameplay Help
Topic: Why come poles can connect to 5 other poles?
Replies: 1
Views: 993

Why come poles can connect to 5 other poles?

I found that any pole can connect with up to 5 other poles, but I found nothing of this limit in lua files.
Only thing I found is a probably unrelated "connection_point" property.

is it hardcoded?
by arl85
Sun Aug 10, 2014 6:36 am
Forum: Gameplay Help
Topic: Energy usage
Replies: 10
Views: 3359

Re: Energy usage

I agree with you that it is a bit strange, but let me explain. The consumption/production bars shows data in percentage: you're using all energy you are producing, so consumption is 100% Actually this is misleading, and incorrect, it is NOT saying that you are consuming 100% of what you are produci...
by arl85
Sat Aug 09, 2014 5:02 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] Plastic research icon wrong + repair packs
Replies: 4
Views: 6794

Re: [0.10.6] Plastic research icon wrong + repair packs

I think it's ok to have different icons between items and research, but it's a matter of personal taste
by arl85
Sat Aug 09, 2014 5:00 pm
Forum: Gameplay Help
Topic: Energy usage
Replies: 10
Views: 3359

Re: Energy usage

I agree with you that it is a bit strange, but let me explain. The consumption/production bars shows data in percentage: you're using all energy you are producing, so consumption is 100% Production is strictly related to consumption in a way that you never produce more than you need (except when loa...
by arl85
Fri Aug 08, 2014 5:50 pm
Forum: Implemented Suggestions
Topic: allow replacing belts with splitters
Replies: 25
Views: 22247

Re: allow replacing belts with splitters

I found that the "fast-replaceable-group" property of the entity should allow it but I'm not sure if it is allowed to have more than one group there (ie: splitter and transport belts).

Anyway, it should be in \data\base\prototypes\entity\entities.lua line 563
by arl85
Fri Aug 08, 2014 5:36 pm
Forum: Ideas and Suggestions
Topic: Deactivating entities
Replies: 1
Views: 671

Deactivating entities

I found that entities that are going to be removed by deconstruction plans are first deactivated and then removed. So I thought that would be nice you can activate/deactivate entities even in normal game An useful situation could be when your factory is shutting down because a blackout and you want ...
by arl85
Thu Aug 07, 2014 5:40 pm
Forum: Technical Help
Topic: Game opens, but cant play :(
Replies: 3
Views: 5101

Re: Game opens, but cant play :(

it was in FAQbut now seems to be missing...
anyway, for me pressing WIN + D to show desktop twice (WIN+D WIN+D) solves the problem
by arl85
Thu Aug 07, 2014 5:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6] radar uses 309 KW instead of 300 KW
Replies: 4
Views: 1437

Re: [0.10.6] radar uses 309 KW instead of 300 KW

kovarex wrote:Fixed for 0.10.6
0.10.7 I suppose :)
by arl85
Thu Aug 07, 2014 5:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.6][slpwnd] toolbar filter removed but image stays
Replies: 4
Views: 3397

Re: [0.10.6] toolbar filter removed but image not cleared

I couldn't reproduce this. Removing the filter clears the image as expected. However, it could be related to this though (https://forums.factorio.com/forum/viewtopic.php?f=7&t=5130). I use alt + left / alt + right click to set / clear the filter (because I have only two mouse buttons :)). Yes, ...
by arl85
Wed Aug 06, 2014 9:26 pm
Forum: Not a bug
Topic: [0.10.6] deconstruct: item considered gone while still there
Replies: 2
Views: 1569

[0.10.6] deconstruct: item considered gone while still there

I set solar panels to be removed but while they are still there all mining drills appear to be unpowered.

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