I can comfirm this, had same issue when goiing from 0.16.0 to 0.16.1
When changing tabs within the changelog, it updates correctly, even when goiing back to the initial tab, only the first time loading it's not working
Search found 502 matches
- Thu Dec 14, 2017 10:37 am
- Forum: Resolved Problems and Bugs
- Topic: [16.1] Changelog "from last played" not shown on 1st attempt
- Replies: 2
- Views: 2369
- Thu Dec 14, 2017 10:20 am
- Forum: Not a bug
- Topic: [0.16.1] modding GUI multiline label
- Replies: 2
- Views: 1230
Re: [0.16.1] modding GUI multiline label
oh ty for quick answer
- Thu Dec 14, 2017 9:44 am
- Forum: Not a bug
- Topic: [0.16.1] modding GUI multiline label
- Replies: 2
- Views: 1230
[0.16.1] modding GUI multiline label
Hi, First of all, i'm not realy sure if this is a bug.. but let's find out! In 0.15 the GUI had the ability to create multiline labels by adding the attribute single_line = false to the label element. In 0.16 it's not in the api (and obviously it doesn't work), so i thought, maybe it has that behavi...
- Wed Dec 13, 2017 9:15 pm
- Forum: Releases
- Topic: Version 0.16.1
- Replies: 15
- Views: 17160
Re: Version 0.16.1
I just noticed, with all the high-res sprites, i think FactorioBot also need a new profile picture
- Wed Dec 13, 2017 8:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] icon_size shrinks the darkening background
- Replies: 1
- Views: 1933
[kovarex] [0.16.0] icon_size shrinks the darkening background
Hi, As a followup on 54373 ... The icon_size is shrinking the image (thanks for that), but this also shrinks the darker background on the assembly mashines: icon_size.png On the left you see an assembler with a 32x32 image, so the darker circle around it (on the assembler, so you can see the icon be...
- Wed Dec 13, 2017 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.0] Lamps report incorrect energy values in lua interface and sidebar
- Replies: 4
- Views: 1767
Re: [kovarex] [0.16.0] Lamps report incorrect energy values in lua interface and sidebar
I think kovarex is fixing bugs so fast he's already working on next release when the previous one is still uploading
- Sun Dec 03, 2017 11:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.37/40][Modding] Icon size / scale
- Replies: 1
- Views: 3052
[kovarex] [0.15.37/40][Modding] Icon size / scale
Hi, While modding I came across this detailed (alt) view: alt-view.png As you see, the icon is too big to fit the assembler (same happens when extracting with inserter, or when it's in a chest). I have one HD image for this entity/icon/technology/recipy. So I'm using a single image for everything, a...
- Fri Dec 01, 2017 9:23 pm
- Forum: Mods
- Topic: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
- Replies: 81
- Views: 41241
Re: [MOD 0.15] Portal Research (Asteroid Mining) 0.7.5
It is crashing for me as wel on multiplayer on game version 0.15.37: It happens while (trying) to use the portals: 2017-12-01 14:01:17 [CHAT] snowcat2000: it si supos to teleport players 2944713.877 Error MainLoop.cpp:940: Exception at tick 14604537: Error while running event portal-research::on_gui...
- Fri Nov 17, 2017 9:11 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35371
Re: Friday Facts #217 - Just another Friday Facts
@Rseding91 Reworking how the starting area works so that it always contains a predictable amount of resources. As addition to this, I find myself looking for "The Perfect Map (TM)". Even when I find a suitable map, if it has uranium in the near area I usualy skip it as thats way end game (...
- Fri Oct 20, 2017 10:37 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 92250
Re: [Mod 0.15.34] Factorio DrugLab
Thanks for the quick update!
- Fri Oct 20, 2017 1:30 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 136
- Views: 92250
Re: [Mod 0.15.34] Factorio DrugLab
Bug report for version 1.3.5
With high resolution settings it's not finding a particular sprite:
Kind regards,
lovely_santa
With high resolution settings it's not finding a particular sprite:
Kind regards,
lovely_santa
- Sun Jul 23, 2017 9:01 am
- Forum: Ideas and Suggestions
- Topic: Train pathfinding on stations with same name
- Replies: 3
- Views: 3123
Re: Train pathfinding on stations with same name
+1
We can make complicated waiting systems as of now, but a train always path to the closest station, and controling each junctions by stoping a train, read it's ID to decide where you want it to go to limits the throughput a lot....
We can make complicated waiting systems as of now, but a train always path to the closest station, and controling each junctions by stoping a train, read it's ID to decide where you want it to go to limits the throughput a lot....
- Fri Jun 02, 2017 7:02 am
- Forum: Releases
- Topic: Version 0.15.17
- Replies: 25
- Views: 20846
Re: Version 0.15.17
The start of the game used to load in under 60 seconds, now it needs about 5 minutes to load mostly graphics. :( The train freight option for liquids is still missing :( That sounds weird, it takes just few seconds to me. Aren't you using bambillion of mods and HR? I've timed it, to load the vanill...
- Thu Jun 01, 2017 11:02 pm
- Forum: Releases
- Topic: Version 0.15.17
- Replies: 25
- Views: 20846
Re: Version 0.15.17
The start of the game used to load in under 60 seconds, now it needs about 5 minutes to load mostly graphics. :( I don't mind waiting a bit more to start up the game, once i'm in, i play around 10 hours :lol: :oops: What's 5 minutes in 10 hours, like 1/120th? nothing! Keep up the good work, i realy...
- Fri May 26, 2017 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] Beacon "shivering" in blueprint preview
- Replies: 4
- Views: 4406
- Fri May 26, 2017 1:06 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 8-8 Belt balancers for v0.15+
- Replies: 10
- Views: 87088
Re: 8-8 Belt balancers for v0.15+
Mine is one space taller, but my OCD wants symetrical splitters... I'll use yours in my 16 (and higher) fractional balancer, nice design
- Fri May 26, 2017 1:02 pm
- Forum: Not a bug
- Topic: Train attempts to go to unavailable stop [0.15.5]
- Replies: 2
- Views: 1092
Re: Train attempts to go to unavailable stop [0.15.5]
I see you run version 0.15.5 (left upper corner), you might wanna update to the recent version...
- Fri May 19, 2017 9:08 am
- Forum: Duplicates
- Topic: [0.15.x] [Oxyd] Blueprint library not updating correctly
- Replies: 1
- Views: 744
[0.15.x] [Oxyd] Blueprint library not updating correctly
Hello, The blueprint library has 2 sides, on the right side, your own blueprints, on the left shared blueprints, as the own blueprints for each player + game blueprints... So, the problem is in your own blueprints (right side), let's say I make a blueprint for purple science, with the previous setup...
- Sat May 13, 2017 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Train signals not reconnecting to replaced rails
- Replies: 3
- Views: 1355
[0.15.10] Train signals not reconnecting to replaced rails
As in 0.14 I sometimes rip up a rail (don't ask me why) and then replace it, and everything works fine. On 0.15.10 I did it, and whatever I do, the signals seems to reconnect (not flasing green, yellow, red anymore), but they keep standing on red, whatever it should be. An example below: 2017-05-13_...
- Fri May 05, 2017 12:32 pm
- Forum: Not a bug
- Topic: [0.15.6] [Harkonnen] Splitter throughput
- Replies: 12
- Views: 5149
Re: [0.15.6] Splitter throughput
Thanks for the quick answer,
I'll stick with the 3 blue belts in front as solution.
Lovely santa
I'll stick with the 3 blue belts in front as solution.
Lovely santa