Search found 223 matches
- Sat Mar 16, 2019 5:28 pm
- Forum: Not a bug
- Topic: [0.17.14] Blueprint not snapping in single grid steps
- Replies: 9
- Views: 4439
Re: [0.17.14] Blueprint not snapping in single grid steps
Thanks for the reply. Do trainstations not align with the rail grid as well and shouldnt it then match the unloading spots from the train wagon? They do. Without seeing this in action I can only guess what's going on, but one thing to be aware of is that train cars are 6 tiles long, with one tile b...
- Sat Mar 16, 2019 5:14 pm
- Forum: Not a bug
- Topic: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
- Replies: 13
- Views: 3117
Re: Cannot use Blueprints in 0.16.51 after switching back from 0.17.14
is there no way to unmigrate it? You can export blueprints from 0.17 and import them in 0.16 (at least in some cases, I did a quick test, but I can't confirm there aren't any issues). If you want to keep playing 0.16, your best bet IMHO would be to make a second install of the game so you can acces...
- Sat Mar 16, 2019 6:21 am
- Forum: Releases
- Topic: Version 0.17.12
- Replies: 28
- Views: 20219
Re: Version 0.17.12
Is this related to why the pollution display is less smooth in the megamap? Used to fade away to near transparency, but now it looks like it used to when hitting spawners, either pretty red or fully transparent. Kind of, yeah. They tweaked that while they were adjusting the other stuff. The goal is...
- Sat Mar 16, 2019 6:16 am
- Forum: Bob's mods
- Topic: Pleeeease do something about picking up Alien loot!
- Replies: 15
- Views: 6126
Re: Pleeeease do something about picking up Alien loot!
Yeah, that hasn't been part of the game in ages. Either you're still playing a very old version, or it's one of your mods.
You can configure a deconstruction planner to select only items on the ground though, if that helps. Send your bots to pick up the loot.
You can configure a deconstruction planner to select only items on the ground though, if that helps. Send your bots to pick up the loot.
- Fri Mar 15, 2019 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.12] Rich Text RGB Colors
- Replies: 2
- Views: 2927
Re: [0.17.12] Rich Text RGB Colors
I donno if this really counts as a bug, but it would be nice if those two features were standardized to use the same format. I notice color names do work with rich text though. For example, the following work as expected: [color=red]red text[/color] [color=purple]purple text[/color] ----------------...
- Fri Mar 15, 2019 3:33 am
- Forum: Technical Help
- Topic: Slow "checking sprites" at startup, what does it mean?
- Replies: 2
- Views: 4973
Re: Slow "checking sprites" at startup, what does it mean?
I see. I have yet to invest in an SSD, so it's not surprising that would take some time. I guess that means cases where it does go quickly are only thanks to Windows caching the files or something.
- Fri Mar 15, 2019 3:19 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
- Replies: 23
- Views: 8989
Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
It was a general change that key action doesn't block other key action with exactly the same control. In other words, Control + C block later usage of C (as before), but only becuase Control + C control is actually different. If Control +C was also set to shooting, it should activate both. I see! T...
- Thu Mar 14, 2019 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
- Replies: 23
- Views: 8989
Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Out of curiosity, since I'm the kind of guy who likes to customize controls significantly sometimes, can you provide any more details on how this is handled now? Like what sort of actions I can expect to be able to combine safely?
- Thu Mar 14, 2019 5:48 am
- Forum: Won't fix.
- Topic: [0.17.11](Minor) Belt blueprint preview oddity
- Replies: 1
- Views: 846
[0.17.11](Minor) Belt blueprint preview oddity
WeirdBeltGhost.jpg I hope you can see this. On the left, just in front of the engineer, are two rows of yellow belt ghosts, converging on the (physical) red belt. So using the Copy command set about to duplicate that pattern on each row of miners. But the preview does something odd. See that blue b...
- Thu Mar 14, 2019 2:18 am
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2500
Re: [0.17.11] (minor) mining prod research prerequisite
This, however, does not explain why infinite researches require space science to unlock, from 0.17.2 (https://forums.factorio.com/viewtopic.php?f=3&t=65580). My point is that sticking with either strategy is fine, but having both strategies in different parts is not. You're right. That does see...
- Wed Mar 13, 2019 11:45 pm
- Forum: General discussion
- Topic: [Poll] Battery graphics in 0.17
- Replies: 19
- Views: 5060
Re: [Poll] Battery graphics in 0.17
I find it rather unlikely that Duracell would sue over this. And if anything, reinforcing that as the default depiction of a "a battery" is probably a win in their book. Other games have use the "copper-top" image too, without any problem as far as I know. However, I personally t...
- Wed Mar 13, 2019 9:11 pm
- Forum: Not a bug
- Topic: [0.17.11] (minor) mining prod research prerequisite
- Replies: 8
- Views: 2500
Re: [0.17.11] (minor) mining prod research prerequisite
My understanding is that they made a deliberate decision not to make the extra science packs a formal requirement for the higher levels of multi-level research. The main reasoning being that it seems obvious enough anyway and that adding these would make the tech tree over-complicated and ugly.
- Wed Mar 13, 2019 7:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough
- Replies: 4
- Views: 3004
Re: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough
I can replicate this in my own save. I doubt it has anything to do with canceling crafting earlier. Here's what I think is happening: How many copper plates do you need to make 5 copper cables? 3 (one cable left over) How many copper plates do you need to make 5 electronic circuits? 8 (one cable lef...
- Tue Mar 12, 2019 11:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.10] Console not opening with Enter-key
- Replies: 7
- Views: 2352
Re: [0.17.10] Console not opening with Enter-key
Same here. Possibly worth adding that I've been using that keybinding for all long time, and it always worked fine. Including in earlier version of 0.17.x all the way up to the .9 version. I'm not sure I played .10 because .11 came so fast, but it's not working in that version either.
- Tue Mar 12, 2019 7:31 pm
- Forum: Technical Help
- Topic: Slow "checking sprites" at startup, what does it mean?
- Replies: 2
- Views: 4973
Slow "checking sprites" at startup, what does it mean?
In general, 0.17 loads much faster than previous versions, which is great, but this one step "checking sprites" sometimes takes a long time, like a full minute or so. The weird part is that other times it only flashes by very quickly.
Any clue what's going on?
Any clue what's going on?
- Tue Mar 12, 2019 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Keyboard shortcut for trains dialog
- Replies: 3
- Views: 1116
Re: Keyboard shortcut for trains dialog
+1
It always struck me as weird how some dialogs were only available on that top button bar, some are only available by hotkey... it just feels inconstant. Everything should be available as a hotkey, if not by default, at least as an optional binding you can configure yourself.
It always struck me as weird how some dialogs were only available on that top button bar, some are only available by hotkey... it just feels inconstant. Everything should be available as a hotkey, if not by default, at least as an optional binding you can configure yourself.
- Mon Mar 11, 2019 11:21 pm
- Forum: Not a bug
- Topic: [0.17.11] Inserters remove Modules from Beacons
- Replies: 5
- Views: 1548
Re: [0.17.11] Inserters remove Modules from Beacons
NaB as far as I know, it's been like that for quite while.
- Mon Mar 11, 2019 6:09 pm
- Forum: 1 / 0 magic
- Topic: [0.17.9] Errors when auto-updating to .10
- Replies: 2
- Views: 1080
[0.17.9] Errors when auto-updating to .10
The previous update .8 -> 0.9 worked fine for me. I'm on Windows 7 using what was originally a zip install.
- Mon Mar 11, 2019 7:23 am
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 3285
Re: Underground infrastructure in concrete
I think it must be handled the same way as removing one of belt's ends. Reasonable. And of the two, I suppose the "In" side is where you'd naturally expect a pile-up to occur. One more thing to discuss are numbers. It might be +1/+2 for belts and +2/+4 for pipes. Or, to unify numbers, it ...
- Mon Mar 11, 2019 3:06 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.4] Can not click inventory or menu buttons
- Replies: 16
- Views: 6238
Re: [0.17.4] Can not click inventory or menu buttons
I may (or may not) have a good case study for the bug. It happened to me last night, and I had only been playing on the map for a short time in a single session, but I'd also been using /c game.speed, which may or may not have anything to do with encountering the bug. First time I've had it happen t...