Search found 340 matches
- Fri Nov 15, 2019 3:01 pm
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 2657
Re: [0.17.77] Mod menu button breaks when loading older save/removing a mod
...and here is a stripped-down 0.75 save from the same chain where the Create Mode menu button was working (saved with 0.77). The issue appears intermittent somehow.
- Fri Nov 15, 2019 4:51 am
- Forum: Pending
- Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
- Replies: 11
- Views: 2657
[0.17.79] Mod menu button breaks when loading older save/removing a mod
I had a simple creative mod map that has carried forward through several versions. I use it to check/confirm bugs, etc. On 0.77, I noticed that the Creative Mode menu button no longer works (see attached for a stripped-down save using only Creative Mod). Removing the mod and reloading the save resul...
- Sat Nov 09, 2019 7:39 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 73965
Re: Friday Facts #320 - Color correction
Maybe you should post a link to a good calibration tool as well, so everyone can set up their monitors correct? :D Otherwise you never know if the complains come from "too much" or "crap monitor" Most modern higher end displays natively oversaturate colors, and have to be 'pulle...
- Wed Nov 06, 2019 7:38 pm
- Forum: Releases
- Topic: Version 0.17.75
- Replies: 23
- Views: 17600
- Mon Oct 28, 2019 2:57 pm
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 32058
Re: Make save game overwrites less dangerous
This is literally down to 'if new game then use a default (e.g. blank) save name. do not default the save name to the most previous save'. I'm not sure how this has been a problem (and seemingly ignored) for so long now...
- Fri Oct 04, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 31714
Re: Friday Facts #315 - New test servers
So basically you found out what we knew, that on the same memory dimms, intel processors work better. That is because Factorio is not a highly core dependent game, but very memory hungry; the faster the memory and the higher the single core GHz, the better. Now imagine what the intel rig will do wi...
- Sat Sep 07, 2019 3:41 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 86154
- Sat Sep 07, 2019 3:41 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 86154
Re: Nauvis Post Collapse (16GB ram minimum required)
totally agree with @malventano And remove indestructible war robots (unfriendly Compilatrons) that are destroying everything on their path, and remove the hidden Infinity chest :D wonder how many hidden "troll features" are still there. I'm not complaining I love this map it's like how Fa...
- Thu Sep 05, 2019 2:19 pm
- Forum: Minor issues
- Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
- Replies: 7
- Views: 2540
Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
I'd wish it was #2 (like many others do ) and not #1 but I think this better done as a per-train setting for what train does after temporary stop gets destroyed, followed by per-user defaults on temporary stops (conditions, manual/auto). As what I suggest is a rather lengthy way to fix an issue of ...
- Thu Sep 05, 2019 2:16 pm
- Forum: Minor issues
- Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
- Replies: 7
- Views: 2540
Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
I noticed the described behaviour as well (though I didn't analyse it in that depth) Yet I used that behaviour in my current game in my favour: it allows me to take my personal train with outpost building stuff AND an artillery wagon to a remote place and build the outpost without the train shootin...
- Thu Sep 05, 2019 4:25 am
- Forum: Won't fix.
- Topic: [0.17.66] UI bug
- Replies: 3
- Views: 1555
Re: [0.17.66] UI bug
Thanks for the detailed bug report, However we say the minimum supported resolution is 1920x1080, So we aren't going to fix bugs with lower resolutions, especially with a different aspect ratio ...but the game allows switching to windowed mode, so surely folks will run into 'odd' aspect ratios as w...
- Thu Sep 05, 2019 4:14 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 86154
Re: Nauvis Post Collapse (16GB ram minimum required)
Alright, so I have a few dozen hours into this map already, but was considering restarting with the indestructible biter bases set to destructible. My editor/LUA-fu is weak, so can anyone of the gurus assist with: - remove 'indestructible' tag from all spawners (in editor and/or by LUA command for a...
- Thu Sep 05, 2019 2:17 am
- Forum: Minor issues
- Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
- Replies: 7
- Views: 2540
Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Thanks for the report. I can see this going 1 of 3 ways: 1. We just leave it as is. "That's just how it works" 2. We change temporary train stops in some way that you describe (what other things might this break?) 3. We change artillery in some way so it doesn't try to shoot related to so...
- Wed Sep 04, 2019 3:28 am
- Forum: Minor issues
- Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
- Replies: 7
- Views: 2540
[0.17.67] Artillery hangs after arriving at a ctrl+click destination
Ctrl+click a destination for an artillery train that has no schedule configured. Train lands at the destination, guns begin tracking targets, but when the 5-second destination timer expires, guns freeze their activity and targets selected by the artillery remote continue to flash on the map as if fi...
- Tue Sep 03, 2019 6:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
- Replies: 7
- Views: 5905
Re: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
Doesn't this mean that if a player on a slower conenction is intermittently in the 'catching up' state, and that player happens to hit escape to bring up the menu, then that player will be disconnected when they did not intend to?
- Sat Aug 31, 2019 2:20 am
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 86154
Re: Nauvis Post Collapse (16GB ram minimum required)
I've started up this map (holy crap this is amazing) and have run into a few odd biter nests that appear indestructible. Was this intentional? If not I can provide locations.
- Fri May 03, 2019 6:55 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387172
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replacing defines.inventory.player_ with defines.inventory.character_ solves the issues. 3 instances in scripts/cheats.lua This thread in the mod discussion suggests more changes are needed? *edit* disregard, I believe your changes encompass those changes. *edit edit* With these changes only, it ap...
- Fri Apr 26, 2019 4:46 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
- Replies: 13
- Views: 4148
Re: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Yes, there is a treshold, and trains basically have to align to rails when they are materialised, as they can be even built without rails. There is a reason we show the helper graphcis to align to train that will be in a station. Fair enough. This just seemed like the sort of polish you guys would ...
- Wed Apr 24, 2019 9:41 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
- Replies: 13
- Views: 4148
Re: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Ghost isn't really connected to rails. Is there any other ghost anywhere in the game that is misaligned with its placed position? What if the train ghost was off by 3 tiles? What is the threshold here? The player may be potentially attempting to place items in relation to a ghosted train. Ghosts he...
- Wed Apr 24, 2019 4:45 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
- Replies: 13
- Views: 4148
Re: [kovarex] [0.17.32] Blueprinted/ghost vertical trains misaligned by ~1 tile
Cargo/fluid wagons are so far off that they look like they would not load correctly. That should definitely be 'a problem worth fixing'.