Search found 86 matches

by mward
Fri Mar 15, 2019 2:12 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
Replies: 16
Views: 5567

Re: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North

Bye the way: a workaround for the problem until it is fixed is to press "M" to switch to map mode before minimising the window. Then the map view will scroll endlessly north instead of the player scrolling endlessly north. On switching back, just press "M" again.
by mward
Fri Mar 15, 2019 1:28 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
Replies: 16
Views: 5567

Re: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North

Twinsen wrote: ↑
Fri Mar 15, 2019 12:19 pm
Clearing the walking state on focus lost is probably a reasonable solution.
That would be a perfectly acceptable solution, thanks.
by mward
Fri Mar 15, 2019 12:15 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
Replies: 16
Views: 5567

Re: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North

I am using KDE 4.14: so the issue applies to more than one window manager. If the "Walk North" key is "W" then "Alt-W" should not cause the player to walk north. Additionally, if the Factorio application loses focus then any keys that are pressed on losing focus should ...
by mward
Fri Mar 15, 2019 11:21 am
Forum: Duplicates
Topic: [0.17.12] linux Crash while selecting a temp train stop
Replies: 1
Views: 432

[0.17.12] linux Crash while selecting a temp train stop

Log file:
factorio-current.log
(213.07 KiB) Downloaded 46 times
by mward
Tue Mar 12, 2019 10:05 am
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33745

Re: [0.17.1] intro too hard

I cannot be absolutely certain, but I suspect that Titler actually made only one "mistake": he is filling a chest with green circuits and filling another chest with walls! There is nothing in the tutorial to indicate that this could possibly be a mistake: and in a real Factorio game it is ...
by mward
Sun Mar 10, 2019 2:45 pm
Forum: Railway Setups
Topic: Simple Balanced Train Loader
Replies: 10
Views: 45465

Re: Simple Balanced Train Loader

What I like about the priority splitter design is that it works with any number of belts, any number of wagons, any type of belt and any type of inserter, while also being simple and compact.

Also, adding an extra belt of material, or an extra wagon to the train is simple.
by mward
Sat Mar 09, 2019 9:45 pm
Forum: Pending
Topic: [0.17.9] After trying to import an invalid string, nothing can be imported
Replies: 6
Views: 1186

Re: [0.17.9] After trying to import an invalid string, nothing can be imported

I am running the Linux version, if that makes a difference.
by mward
Sat Mar 09, 2019 8:18 pm
Forum: Pending
Topic: [0.17.9] After trying to import an invalid string, nothing can be imported
Replies: 6
Views: 1186

Re: [0.17.9] After trying to import an invalid string, nothing can be imported

I should clarify that there are two issues in the report: It would be nice if string loading could fail "gracefully" and load as much of the blueprint book as possible even if there is an error If there is an error, then nothing else can be loaded without first restarting Factorio: this is...
by mward
Sat Mar 09, 2019 7:25 pm
Forum: Pending
Topic: [0.17.9] After trying to import an invalid string, nothing can be imported
Replies: 6
Views: 1186

[0.17.9] After trying to import an invalid string, nothing can be imported

I tried to load the blueprint book string from this forum page: https://forums.factorio.com/viewtopic.php?f=208&t=56192 which gave this error: Error while importing string: Unknown entity name: creative-mode-fix_fluid-void The book failed to import and from then on, I could no longer import any ...
by mward
Sat Mar 09, 2019 5:21 pm
Forum: Railway Setups
Topic: Simple Balanced Train Loader
Replies: 10
Views: 45465

Re: Simple Balanced Train Loader

I should probably have mentioned that the original design had red belts: and 6 stack inserters can drain a red belt.

The new upgrade planner is great :D
by mward
Sat Mar 09, 2019 4:02 pm
Forum: Railway Setups
Topic: Simple Balanced Train Loader
Replies: 10
Views: 45465

Re: Simple Balanced Train Loader

The splitters are there to ensure that if the train keeps coming in with one wagon empty and the others full, that wagon's chests will get all the supply, so the empty wagon will get filled as much as possible: and you don't need a 3 to 24 throughput-maximised belt balancer to do it!
by mward
Sat Mar 09, 2019 3:48 pm
Forum: Railway Setups
Topic: Simple Balanced Train Loader
Replies: 10
Views: 45465

Simple Balanced Train Loader

This uses a circuit idea I saw somewhere on the forum, which I have reproduced from memory (Edit: it was MadZuris) The priority splitters make the design even simpler: these ensure that all the goods are shifted to the centre, so that each wagon gets a reasonable supply of goods to load. Then the ci...
by mward
Sat Mar 09, 2019 3:01 pm
Forum: Implemented Suggestions
Topic: [0.17.1] intro too hard
Replies: 104
Views: 33745

Re: [0.17.1] intro too hard

Let's stay calm: I'm sure the developers will fix the tutorial once the bug storm has subsided a little :D The main problems with the tutorial are that it is not enough like the main game (more like a tower defence game) and it forces the player to play in a certain way (while the main game gives th...
by mward
Thu Mar 07, 2019 6:04 pm
Forum: Balancing
Topic: There are not enough options vs bases early game
Replies: 28
Views: 10246

Re: There are not enough options vs bases early game

A comment on how to turret creep: Napoleon is supposed to have said "It is not possible to have too many men on the battlefield": and this is also true for turrets. When raiding bases, the longer the fight goes on, the higher the cost. Therefore, you need huge amounts of ammunition and lot...
by mward
Sat Mar 02, 2019 8:28 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.4] Mac OS X 10.11.6 (El Capitan) Graphical glitches
Replies: 5
Views: 2075

Re: [0.17.4] Mac OS X 10.11.6 (El Capitan) Graphical glitches

factorio-current.log: factorio-current.log The default "sprite resolution" was set to "High": which requires 3GB of VRAM. My Macbook air has 1536 MB of VRAM. Changing the sprite resolution to "normal" didn't have any effect until I quit and restarted the game: then it w...
by mward
Sat Mar 02, 2019 6:52 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North
Replies: 16
Views: 5567

[0.17.4] Linux: Minimising full screen Factorio with Alt-W causes the player to walk North

In 0.16 minimising the Factorio screen with Alt-W would turn off Alt mode, which was a minor annoyance but could be worked around. In 0.17, Alt mode only activates when the Alt key is raised: so this no longer happens. However, any key which is pressed along with Alt is now recognised even though Al...
by mward
Sat Mar 02, 2019 10:48 am
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.4] Mac OS X 10.11.6 (El Capitan) Graphical glitches
Replies: 5
Views: 2075

[posila] [0.17.4] Mac OS X 10.11.6 (El Capitan) Graphical glitches

The menus are OK, but the main playing screen is glitched:
Screen Shot 2019-03-02 at 10.39.57.png
Screen Shot 2019-03-02 at 10.39.57.png (1.15 MiB) Viewed 2075 times
by mward
Fri Mar 01, 2019 8:42 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Game fails to start on Mac OS X 10.11.6 (El Capitan)
Replies: 4
Views: 827

Re: [0.17.3] Game fails to start on Mac OS X 10.11.6 (El Capitan)

spaam wrote: ↑
Fri Mar 01, 2019 8:41 am
duplicate of viewtopic.php?f=7&t=65145
Its a different MacOS version
by mward
Fri Mar 01, 2019 8:24 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Game fails to start on Mac OS X 10.11.6 (El Capitan)
Replies: 4
Views: 827

[0.17.3] Game fails to start on Mac OS X 10.11.6 (El Capitan)

Here is the crash message: Process: factorio [621] Path: /Applications/factorio.app/Contents/MacOS/factorio Identifier: com.factorio Version: ??? Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: factorio [621] User ID: 501 Date/Time: 2019-03-01 07:44:51.811 +0000 OS Version: Mac OS X ...

Go to advanced search