Locomotive doesn't snap to train stops when on curved rail (partially).
(Pls don't judge my eco-friendly spaghetti style. )
Search found 286 matches
- Sat Jul 30, 2022 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.61] Train not snapping to station on curved rail
- Replies: 4
- Views: 2780
- Fri Jul 29, 2022 12:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.61] 'E' to confirm stack size override after double-clicking
- Replies: 1
- Views: 1915
[1.1.61] 'E' to confirm stack size override after double-clicking
'E' does not save the changed stack size override if you double-clicked the edit box.
Steps to reproduce:
1. Open inserter GUI
2. Check 'Override stack size'
3. Double-click on edit box (note: initial value is 2 after teching to inserter capacity bonus 2)
4. Type '1'
5. Press 'E' to confirm.
Steps to reproduce:
1. Open inserter GUI
2. Check 'Override stack size'
3. Double-click on edit box (note: initial value is 2 after teching to inserter capacity bonus 2)
4. Type '1'
5. Press 'E' to confirm.
- Thu Jul 28, 2022 10:30 am
- Forum: Duplicates
- Topic: [1.1.61] Flamethrower turret oil capacity
- Replies: 1
- Views: 754
[1.1.61] Flamethrower turret oil capacity
The flamethrower turret has a capacity of 200 oil based on empirical evidence, but the fill meter shows only up to 100 oil.
Therefore, when a flamethrower is filled completely, it can appear to be not consuming oil whilst shooting continuously.
Therefore, when a flamethrower is filled completely, it can appear to be not consuming oil whilst shooting continuously.
- Wed Jul 27, 2022 5:00 pm
- Forum: Ideas and Suggestions
- Topic: Fast Pipe Bending
- Replies: 5
- Views: 1332
Fast Pipe Bending
Pressing 'R' while dragging underground pipes places a regular pipe and then an underground pipe in the direction of the cursor.
(If a new underground pipe was already started it is replaced by a regular pipe.)
(If a new underground pipe was already started it is replaced by a regular pipe.)
- Tue Jul 26, 2022 7:54 am
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4276
Re: Allow recipes to be chosen as blueprint icons and map tags
humpty bumpty
I'd like to be able to use the rocket part recipe icon for my blueprint which is for launching a rocket (without a satellite, i.e. no space science).
I'd like to be able to use the rocket part recipe icon for my blueprint which is for launching a rocket (without a satellite, i.e. no space science).
- Sun Jul 24, 2022 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Ability to draw on map
- Replies: 45
- Views: 12299
Re: Ability to draw on map
People are going clinically insane without a line drawing tool. Look at what I randomly found today!
- Sun Jul 24, 2022 9:18 am
- Forum: Ideas and Suggestions
- Topic: Favourite server / Last played servers / Recent server list / Custom list of servers
- Replies: 18
- Views: 3233
Re: Recent played servers
Yes please, I've needed this so many times. Factorio games are rarely finished on the same day. Anytime you join a random multiplayer server and play for a few hours, you're very likely to want to come back the following day. But by that time you've completely forgotten the server name, and you cann...
- Sat Jul 23, 2022 5:58 pm
- Forum: Implemented Suggestions
- Topic: Please bring back the "open locomotive button"
- Replies: 7
- Views: 2418
Train stop map button
People can ping train stops in chat, but when you click on it, you can only see its name and trains. Please add a button to the train stop GUI to open the map at its location, as you have done for trains.
- Fri Jul 22, 2022 8:01 am
- Forum: Fixed for 2.0
- Topic: [kovarex][1.1.59] Lock belt working inconsistent
- Replies: 5
- Views: 2583
Re: [kovarex][1.1.59] Lock belt working inconsistent
I have good and bad news about this. I see this issue was already fixed in 1.2 (test which i wrote for 1.1.x that was failing here is green in 1.2) but it is unlikely the fix would be back-ported to 1.1.x because of the insane amount of differences in manual builder logic between those branches. In...
- Wed Jul 20, 2022 10:11 am
- Forum: Not a bug
- Topic: [1.1.61] Spitter Spawner Info
- Replies: 3
- Views: 739
Re: [1.1.61] Spitter Spawner Info
Oh, nevermind then.
- Wed Jul 20, 2022 8:25 am
- Forum: Not a bug
- Topic: [1.1.61] Spitter Spawner Info
- Replies: 3
- Views: 739
[1.1.61] Spitter Spawner Info
The Spitter spawner info says it contributes biters.
- Fri Jan 29, 2021 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Undo tooltip does not update when clicked
- Replies: 1
- Views: 1824
[kovarex] [1.1.19] Undo tooltip does not update when clicked
The tooltip shown for the undo button in the toolbar telling you what will be undone does not update when the button is clicked. It updates only after moving the mouse cursor off and back on to the button. It's a minor issue but can cause you to undo more actions than desired if you're not aware of ...
- Mon Nov 30, 2020 12:26 pm
- Forum: General discussion
- Topic: Chain signals are overused
- Replies: 23
- Views: 8446
Chain signals are overused
Whenever I play on public multiplayer servers, people share huge blueprint books that are full of chain signals for simple splits, merges, and other junctions. The popular mantra is "chain in, rail out". I disagree. My opinion is that chain signals, the way people often use them, actually ...
- Sat Nov 28, 2020 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint library - subfolder search
- Replies: 1
- Views: 1094
Re: Blueprint library - subfolder search
I can't believe this isn't a more popular request.
Especially since we can have nested blueprint books now, recursive subfolder search is a must!
It would save so much time for players with many blueprints.
Especially since we can have nested blueprint books now, recursive subfolder search is a must!
It would save so much time for players with many blueprints.
- Sat Nov 28, 2020 10:04 am
- Forum: Ideas and Suggestions
- Topic: Ctrl+Click Drag to transfer Items
- Replies: 9
- Views: 1956
Re: Ctrl+Click Drag to transfer Items
If I have 10 stacks of an item and I only want to transfer 8 stacks my options are to shift click each of the 8 stacks or ctrl click all of the stacks and then shift click 2 of the transferred stacks back again. Or you could ctrl+rightclick twice to transfer 5 and then 2.5 stacks and then shift+lef...
- Fri Nov 27, 2020 3:39 pm
- Forum: Not a bug
- Topic: [1.1.1] No character tab in editor
- Replies: 6
- Views: 1504
Re: [1.1.1] No character tab in editor
Nevermind, guys... I really got confused and forgot that I did not have a character before, so that explains it. It was a sandbox scenario. It has a player inventory but no character.
- Fri Nov 27, 2020 3:32 pm
- Forum: Not a bug
- Topic: [1.1.1] No character tab in editor
- Replies: 6
- Views: 1504
Re: [1.1.1] No character tab in editor
Okay, it does work for me now. Sorry. I was messing with various tools before and that may have caused it. I did have a physical character when switching to play mode, so it's maybe still a bug, not sure how to reproduce it though. It works fine, is simply does not refresh immedaitely when you check...
- Fri Nov 27, 2020 3:18 pm
- Forum: Not a bug
- Topic: [1.1.1] No character tab in editor
- Replies: 6
- Views: 1504
Re: [1.1.1] No character tab in editor
Oh, I was thinking of this thing.
- Fri Nov 27, 2020 1:45 pm
- Forum: Not a bug
- Topic: [1.1.1] No character tab in editor
- Replies: 6
- Views: 1504
[1.1.1] No character tab in editor
The setting in the editor " Show character tab in controller GUI " appears to have no effect. I would expect to see a tab that would allow me to edit the player's inventory. Yes, I have tried closing and reopening the GUI and I have tried with both flat and non-flat inventory settings. The...
- Fri Nov 27, 2020 11:03 am
- Forum: Off topic
- Topic: Kovarex in the morning...
- Replies: 3
- Views: 4339