Search found 64 matches
- Thu Aug 08, 2019 12:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.63] Liquids disappear from machines on any changes in mods
- Replies: 4
- Views: 2721
[Rseding91] [0.17.63] Liquids disappear from machines on any changes in mods
Any changes (enabling, disabling, changing, adding whitespaces, i.e. anything at all) in any mods including base game will cause any liquids that already are filled into machines and waiting to be consumed by the recipe to disappear. This causes recipes with closed liquid loop to fail after certain ...
- Wed Jul 31, 2019 12:57 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136914
Re: Version 0.17.60
With those changes finally out I hope this overexaggerated drama will soon be over. Hang in there, Wube!
- Wed May 22, 2019 7:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.42] Researching certain technologies reenables tool buttons regardless of previous player choice
- Replies: 1
- Views: 2122
[Oxyd] [0.17.42] Researching certain technologies reenables tool buttons regardless of previous player choice
Every time certain technologies are researched corresponding tool buttons will be reenabled. E.g. copy, paste etc. by construction robotics, exoskeleton toggle by exoskeleton equipment etc. Even if player already had finished a playthrough, got all of the buttons presented to him by the game and dis...
- Wed May 08, 2019 5:43 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.17.37] Bidirectional trains seem to consider only last heading direction for station accessibility check
- Replies: 1
- Views: 1732
[kovarex] [0.17.37] Bidirectional trains seem to consider only last heading direction for station accessibility check
0.17.37 on Windows 7 x64. Bidirectional trains seem to consider only current/last heading direction while doing station accessibility check for train stations UI list. This only affects station appearance in the train's UI - train is capable of reaching both stations just fine. For example - in this...
- Tue Mar 05, 2019 6:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
- Replies: 9
- Views: 2738
Re: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
There. That's right before any new test bindings.
- Mon Mar 04, 2019 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
- Replies: 9
- Views: 2738
Re: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
Same thing in fullscreen with and without game restart.
- Mon Mar 04, 2019 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
- Replies: 9
- Views: 2738
- Mon Mar 04, 2019 2:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
- Replies: 9
- Views: 2738
Re: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
Nope, it's seems to be the same to me for any key I try - function keys, numpad keys, alphanumeric keys. Neither it is limited only to tech tree - at least any window summoning option, enter/leave vehicle and quick weapon swap suffer from that.
- Mon Mar 04, 2019 9:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
- Replies: 9
- Views: 2738
[0.17.4][keybind] Keys bound during first run of controls dialog will not pass through UI elements
0.17.4 on Windows 7 x64. Steps to reproduce: 1. Launch the game 2. Load save / start new game 3. Get into Controls settings 4. Bind a new key to a non-target action 5. Confirm -> Back -> Resume So for example if I will bind ] to "Open technology screen" then when ] is pressed tech screen w...
- Fri Mar 01, 2019 2:18 am
- Forum: Minor issues
- Topic: [0.17.x] Moving statistics graphs are hard to see against high contrast background
- Replies: 0
- Views: 547
[0.17.x] Moving statistics graphs are hard to see against high contrast background
Moving statistics graphs are really hard to see against high contrast static grid background. Especially noticeable on production graph with small time scale. Suggestion is to either tone down grid color (like two times darker) / overall BG contrast or to add an option to disable grid lines complete...
- Wed Feb 27, 2019 5:39 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Moving statistics graphs are hard to see against high contrast background
- Replies: 0
- Views: 502
[0.17.x] Moving statistics graphs are hard to see against high contrast background
Moving statistics graphs (both production and power) are really hard to see against high contrast static grid background. Suggestion is to either tone down grid color / overall BG contrast or to add an option to disable grid lines completely. Also is there a reason why main graph background is actua...
- Tue Feb 26, 2019 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] New map reset values button on start and Research queue availability
- Replies: 1
- Views: 597
[0.17.0] New map reset values button on start and Research queue availability
1. Right after pressing "New map" button from main menu "Reset values" is active - it will reset "Research queue availability" from "Always" to "After the game is finished". All presets seem to have "After the game is finished" as a default...
- Fri Feb 01, 2019 6:12 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88326
Re: Friday Facts #280 - Visual Feedback is the king
Suggestion for the train UI: hide remove and add rule/station buttons by default and add a toggle button for editing mode in which they will appear. This will result in much tidier schedule appearance while not editing.
- Sat Aug 04, 2018 3:53 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82696
Re: Friday Facts #254 - No research queue for you
Research queue as you describe it - manually controllable queue in which you can add and rearrange only unlocked options - is kind of meh and will not bring much ease to players. I do agree with that and I'm ok with it being scraped. The thing I did want to see in game though is kind of a smart rese...
- Fri Jun 08, 2018 2:46 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 61180
Re: Friday Facts #246 - The GUI update (Part 3)
Do not wonder. A button is outset with squared corners. A textfield is inset with rounded corners. An editable display is outset and with rounded corners. Rounded corners means editable. Have in mind that this is stilll experimental. Nice that there is a difference, but I think you should make it a...
- Thu May 24, 2018 11:32 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59264
Re: Friday Facts #243 - New GUI tileset
The solution is rather simple: 1. Define the 2 key buttons: the " Confirm " or " action " button and the Cancel button 2. In Linux builds, put the active button like "Confirm" to the far right, and "Cancel" to the far left. (by default) 3. On Windows, put the...
- Sat May 19, 2018 1:02 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 59264
Re: Friday Facts #243 - New GUI tileset
Will Editable displays replace current Line/Text Edits or is it a new separate entity? Regardless of that, from the incomplete information on the mockup one may assume couple of bad things about those, so I think some clarification is required. Bad Things One May Assume: 1. Editable displays will re...
- Sat Apr 14, 2018 4:26 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 55569
Re: Friday Facts #238 - The GUI update (Part II)
Buttons looking like buttons and more standardization please! Some other thoughts: Technology tiles background colors are way to vivid and mess with readability. Those levels of UI transparency combined with blur effect are adding too much noise to the picture. Orange color does not really suit queu...
- Fri Oct 27, 2017 10:14 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 59602
Re: [MOD 0.15.15+] Factorio NEI 0.0.13
Really nice and much needed mod. Thank you. Suggestion: some sort of minimalistic mode that will show for a given item only icons of the recipes (and their names on mouseover), but all of them at once on the same page. That will allow player to see in just a single glance how he can get an item and ...
- Fri Oct 13, 2017 8:13 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 64207
Re: Friday Facts #212 - The GUI update (Part 1)
New train UI is definitely looking good.
Will the stops and the rules be dragable?
Will the stops and the rules be dragable?