Search found 66 matches
- Mon Apr 30, 2018 8:49 pm
- Forum: Not a bug
- Topic: [16.39] "Tab" to next textfield in gui (not a bug)
- Replies: 2
- Views: 1092
Re: [16.39] "Tab" to next textfield in gui (not a bug)
If you have that text field selected, pressing tab will move to the green slider that you can then adjust with the left and right cursor keys. Pressing tab again selects the green text field. Then pressing tab twice selects the blue text field. It would be nice if the text in a text field would be s...
- Sun Apr 29, 2018 4:06 pm
- Forum: Minor issues
- Topic: Toogle fullscreen toogles train station names on map view
- Replies: 5
- Views: 2815
Re: Toogle fullscreen toogles train station names on map view
The alt info toggle doesnāt toggle station names (or player names), though. Only roboports, turrets, power and pollution can be toggled via alt info.
I didnāt find a key to toggle station names.
I didnāt find a key to toggle station names.
- Fri Apr 20, 2018 7:16 pm
- Forum: Won't fix.
- Topic: [16.36] Loading sprites failed: Error when reading from file
- Replies: 8
- Views: 2443
Re: [16.36] Loading sprites failed: Error when reading from file
No, when memory runs out it's a random piece of code that fails and depending where that happens we have no idea why that code failed. It's near impossible to recover from "out of memory" errors because you're out of memory and even throwing an error takes memory. I understand that runnin...
- Fri Apr 20, 2018 1:19 pm
- Forum: Won't fix.
- Topic: [16.36] Loading sprites failed: Error when reading from file
- Replies: 8
- Views: 2443
Re: [16.36] Loading sprites failed: Error when reading from file
Thatās kind of misleading. Isnāt it possible to report out-of-memory errors (RAM or VRAM) with a more informative error message or fail more gracefully?Rseding91 wrote:"Error reading from file" can also mean it ran out of memory/video memory when trying to read the file from disk.
- Thu Apr 19, 2018 1:58 pm
- Forum: Not a bug
- Topic: [Posila] [0.16.36] Restart regenerates the map layout.
- Replies: 20
- Views: 5683
Re: [0.16.36] Restart regenerates the map layout.
Offering the choices āNew mapā, āSame mapā and āCancelā should be pretty simple, I think.
- Wed Apr 18, 2018 7:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Crash: "EntityRenderer::prepareRow" Ryzen Bug MR
- Replies: 12
- Views: 5227
Re: [16.26] Crash: "EntityRenderer::prepareRow" Ryzen Bug MR
As this problem seems to be quite a number of users, maybe you could add a dialogue window telling the user why the game crashed and to look out for those updates.
- Sun Apr 15, 2018 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [audio bug] the higher i set it the worse quality i get
- Replies: 3
- Views: 2634
Re: [audio bug] the higher i set it the worse quality i get
The volume settings go up to 200āÆ%. 100āÆ% is right in the middle. Maxing out all volume sliders drives everything into clipping, which sounds horrible.
If you want maximum volume with no clipping, edit config.ini and make sure that under [sound] everything is set to 1.0 (100āÆ%) or lower.
If you want maximum volume with no clipping, edit config.ini and make sure that under [sound] everything is set to 1.0 (100āÆ%) or lower.
- Fri Apr 13, 2018 9:51 pm
- Forum: Not a bug
- Topic: [0.16.36] splitter after burner miner - no ore on one belt
- Replies: 12
- Views: 3644
Re: [0.16.36] splitter after burner miner - no ore on one belt
Actually, this is exactly what was posted originally in this thread.Jap2.0 wrote:This is completely different from what was posted originally in this thread.darq wrote:Isn't this a bug?
- Fri Apr 06, 2018 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Inserters get stuck
- Replies: 15
- Views: 8850
Re: [16.36] Inserters get stuck
Enable āshow-wakeup-listsā in the debug settings (F4) to see what entities inserters are waiting on.
- Sat Mar 31, 2018 11:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Train is stuck in front of junction
- Replies: 6
- Views: 3329
Re: [0.16.36] Train is stuck in front of junction
yeah I know You didnāt describe that though and the markings you edited into the saveās preview image donāt show it either, so I thought Iād show the actual problem for the devs. one OT question - how high are your FPS/UPS values on this map? 7. My PC is almost ten years old and way too slow for su...
- Sat Mar 31, 2018 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.36] Train is stuck in front of junction
- Replies: 6
- Views: 3329
Re: [0.16.36] Train is stuck in front of junction
The signals you marked in the saveās preview image seem to be behaving properly. The problem is the rail segment in the attached screenshot. Itās always āoccupiedā and all chain signals leading into it ā except for one ā are always red. The other chain signal is always yellow. Neither of the two tra...
- Tue Mar 27, 2018 10:57 pm
- Forum: 1 / 0 magic
- Topic: [0.16.35] Factorio deadlocks ingame, SP, no mods
- Replies: 6
- Views: 2572
Re: [0.16.35] Factorio deadlocks ingame, SP, no mods
Tried running Factorio without Steam?
- Mon Mar 26, 2018 1:01 am
- Forum: Not a bug
- Topic: [16.35] intel_do_flush_locked failed: No space left on...
- Replies: 12
- Views: 3895
- Sun Mar 25, 2018 11:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.35] factorio --version prints file limits
- Replies: 1
- Views: 878
[0.16.35] factorio --version prints file limits
$ factorio --version 0.000 Current open file limits: 1024, 1048576 0.000 Setting open file limits: 1024, 1048576 Version: 0.16.35 (build 36215, linux64, alpha) Binary version: 64 Map input version: 0.13.1-0 Map output version: 0.16.35-0 factorio --version unexpectedly logs the file limits to the co...
- Sun Mar 25, 2018 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.35] Random rotation of assemblers when using blueprint
- Replies: 3
- Views: 3766
Re: Random rotation of assemblers when using blueprint
Come on, you couldāve at least described the problemā¦ How to reproduce in 0.16.35: Build an assembly machine and choose any recipe with a fluid input. Fluid input should be north. Create a blueprint of the assembly machine. Rotate the blueprint. Click and run to paste the blueprint a bunch of times....
- Sun Mar 18, 2018 1:08 pm
- Forum: Duplicates
- Topic: [16.30] Track ghost placement tool rotates unexpectedly
- Replies: 1
- Views: 1337
- Sat Mar 17, 2018 12:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.25] Trains creep forward even if no path.
- Replies: 5
- Views: 2731
Re: [kovarex] [0.16.25] Trains creep forward even if no path.
How do you know? 0.16.31 with the fix isnāt out yet. Have you verified it in some kind of pre-release version or are you just guessing?Bilka wrote:Fixed by 58738
- Thu Mar 15, 2018 10:33 pm
- Forum: Won't fix.
- Topic: [0.16.28] Train position indicator on signals is slightly off
- Replies: 4
- Views: 1759
Re: [0.16.28] Train position indicator on signals is slightly off
The thing is, the train isnāt clipping into the previous section. All three signals in the top right are green. If the train was clipping into the previous section, the left signal should be red.
- Thu Mar 15, 2018 12:40 pm
- Forum: Won't fix.
- Topic: [0.16.30] zip headers error
- Replies: 11
- Views: 6075
Re: [0.16.30] zip headers error
7zip versions 9.04 (on Ubuntu 11.04) and 9.20 (on Ubuntu 16.04) report no errors for that file for me and neither does UnZip version 6.00 (on Ubuntu 11.04 and 16.04).
The file is identical to the previously uploaded file, btw.
Edit: Included OS info.
The file is identical to the previously uploaded file, btw.
Edit: Included OS info.
- Thu Mar 15, 2018 12:32 pm
- Forum: Duplicates
- Topic: [0.16.30] Crash on start (Linux)
- Replies: 6
- Views: 1385
Re: [0.16.30] Crash on start (Linux)
Library updates on Linux donāt affect running programs (except under special circumstances that donāt apply to Factorio) so thatās an unlikely cause for the in-game crash.
Steam rolled out some beta updates around that time, though, and switching to Steam stable has fixed it for everyone else.
Steam rolled out some beta updates around that time, though, and switching to Steam stable has fixed it for everyone else.