Search found 2703 matches
- Mon Oct 16, 2017 2:13 pm
- Forum: Ideas and Suggestions
- Topic: xbox 360 controller
- Replies: 33
- Views: 20043
Re: Controller Support (XBOX360/Steam Controller)
I think the biggest issue is that Factorio has too many keys to rebind them all to a controller. You would also need: Opening various screens: [T] Technology window, [L] Logistic networks, [K] Kill statistics, [P] Production statistics, [M] Map, Blueprint library (although some of them can be opened...
- Wed Oct 11, 2017 3:05 pm
- Forum: Implemented Suggestions
- Topic: Shift + left click + drag (box) for multi-set
- Replies: 8
- Views: 4702
Re: Shift + left click + drag (box) for multi-set
Click and drag now works you know (0.15) for more than just copying settings Agreed, moving this to implemented. You can set any assembler by just Shift-clicking and running along the way, you can also do the same with items while holding CTRL+click and dragging the mouse above the assemblers (or r...
- Tue Oct 10, 2017 11:13 pm
- Forum: Ideas and Suggestions
- Topic: High visibility programmable speaker alert pictograms
- Replies: 2
- Views: 1516
Re: Alert categories
Merged with previous topic (but kept the title), since they are about the same idea.
OP also made this suggestion: Programmable Speaker alert signal variables
OP also made this suggestion: Programmable Speaker alert signal variables
- Tue Oct 10, 2017 6:10 pm
- Forum: Not a bug
- Topic: [0.15.36] Deconstruction planner behavior
- Replies: 8
- Views: 3069
[0.15.36] Deconstruction planner behavior
Steps to replicate: Cut a tree and harvest fish Press B (or open the blueprint menu) and get a deconstruction planner Right-click the deconstruction planner You can now drag-and-drop * items that should be filtered. However when trying to drag-and-drop wood or fish then the selection dialog pops up....
- Tue Oct 10, 2017 5:35 pm
- Forum: Duplicates
- Topic: Inserters can remove items from beacons.
- Replies: 5
- Views: 2325
Re: Inserters can remove items from beacons.
The reason it works this way is because beacons used to consume no power unless you actually put modules into it. You could set circuit conditions to only enable beacons if there was work to be done, and if you removed the modules the beacons themselves would require no power. Beacons now always con...
- Tue Oct 10, 2017 3:47 pm
- Forum: Pending
- Topic: [0.15.34] Programmable speakers not playing sounds Correct
- Replies: 7
- Views: 3694
Re: [0.15.34] Programmable speakers not playing sounds Correct
but if you destruct everything the sound problems still remains over the entire sound spektrum. ? If I start the tune (set the Play combinator to on and the Reset combinator to off) I can hear a note every few seconds. If I then run down to your storage area where the uranium ore is flashing (-18, ...
- Tue Oct 10, 2017 2:19 pm
- Forum: General discussion
- Topic: One Billion Copper Wires produced.
- Replies: 35
- Views: 13921
Re: One Billion Copper Wires produced.
Now the interesting part will be at 2 billion (signed int32) and 4 billion (unsigned int32). When will it overflow? It will overflow at 9 223 372 036 854 775 295 (~9e18), which is 512 (2^9) short of a signed Int64. That's actually kind of a bug, since Int64 should only overflow at ...807, and the d...
- Tue Oct 10, 2017 1:34 am
- Forum: Technical Help
- Topic: Failed to initialize display device!
- Replies: 8
- Views: 4604
Re: Failed to initialize display device!
This problem have no solutions? Have you tried uninstalling all graphics drivers and then installing the one I mentioned in https://forums.factorio.com/viewtopic.php?f=49&t=53218#p311294 ? Try with both force-opengl enabled and disabled, and if any of the log files differ from what you already ...
- Mon Oct 09, 2017 5:51 pm
- Forum: Technical Help
- Topic: Server at 15.35, steam at 15.34?
- Replies: 3
- Views: 1391
Re: Server at 15.35, steam at 15.34?
0.15.35 is still an experimental version, you need to enable it on Steam by right-clicking Factorio, then go to Properties --> Betas tab --> choose '0.15.35' or '0.15.x' from there. If a solution isn't forthcoming then I thought I could try a full reinstall but only if someone can tell me how to bac...
- Sun Oct 08, 2017 8:26 pm
- Forum: Pending
- Topic: [0.15.34] Programmable speakers not playing sounds Correct
- Replies: 7
- Views: 3694
Re: [0.15.34] Programmable speakers not playing sounds Correct
I think you are playing too many sounds at the same time. In the south at your storage area (the flashing ores on the map) you have some speakers that are set to global playback with the volume set to 0 that are constantly outputting (silent) alarm sounds. If you remove them or disable global playba...
- Sun Oct 08, 2017 10:45 am
- Forum: Not a bug
- Topic: Big Electric Pole Fails To Connect [15.35]
- Replies: 3
- Views: 1881
Re: Big Electric Pole Fails To Connect [15.35]
Not a bug: Electric poles can only have a maximum amount of 5 connections. The pole you are trying to reach is at that maximum already. You can remove connections one-by-one by clicking on two poles with copper cable in hand, or you can remove all connections from a pole by Shift-clicking it and the...
- Sat Oct 07, 2017 5:58 pm
- Forum: Technical Help
- Topic: Failed to initialize display device!
- Replies: 8
- Views: 4604
Re: Failed to initialize display device!
There was a similar issue here: https://forums.factorio.com/viewtopic.php?t=51352 Solution was to uninstall, then reinstall the graphics drivers. But I see from the linked intel forum post that you already did that. Have you tried this driver? It should include OpenGL 4.4. https://downloadcenter.int...
- Sat Sep 30, 2017 2:00 pm
- Forum: Not a bug
- Topic: Train waiting forever on closed station
- Replies: 8
- Views: 2743
Re: Train waiting forever on closed station
Can't see how they are related. There is no parked (forever) trains in my setup, and it obviously was not addressed in 0.13 because i'm playing 0.15.35 now I have to agree with Rinin, and also because of this statement: This is a known problem and will be addressed in 0.13. Correction: will be addr...
- Sat Sep 30, 2017 1:06 pm
- Forum: Technical Help
- Topic: [15.34] couldn't establish network communication with server
- Replies: 1
- Views: 2242
Re: [15.34] couldn't establish network communication with server
UDPSocket.cpp:460: Recvfrom failed (but can be probably ignored): En eksisterende forbindelse blev tvangsafbrudt af en ekstern vært. (An existing connection was forcibly interrupted by an external host.) I'm not sure if that is your log or your friends log, but some kind of firewall is interrupting...
- Sat Sep 30, 2017 12:39 pm
- Forum: Not a bug
- Topic: 0.15.35 Train Station Crash
- Replies: 2
- Views: 1073
Re: 0.15.35 Train Station Crash
Please post your log file and if possible a save game where we can replicate the crash.
- Fri Sep 29, 2017 7:34 pm
- Forum: This Forum
- Topic: Need help with forums
- Replies: 4
- Views: 2201
Re: Need help with forums
You might notice that there are two tags in the reply window, one says spoiler and the other one spoiler=.
As Kajanor demonstrated the
As Kajanor demonstrated the
abc
- Fri Sep 29, 2017 7:16 pm
- Forum: Gameplay Help
- Topic: Electricityproblems
- Replies: 5
- Views: 1588
Re: Electricityproblems
See this topic:
viewtopic.php?f=18&t=45749&p=263076#p263076
viewtopic.php?f=18&t=45749&p=263076#p263076
- Fri Sep 29, 2017 10:12 am
- Forum: Ideas and Suggestions
- Topic: Mods Profile Option
- Replies: 7
- Views: 3529
Re: Mods Profile Option
Factorio also has a vanilla feature that lets you decide which mods to load, the --mod-directory startup option.
Using that you can make several shortcuts for Factorio that each launch a different modset, see here for details.
Using that you can make several shortcuts for Factorio that each launch a different modset, see here for details.
- Thu Sep 28, 2017 8:53 pm
- Forum: Mods
- Topic: [MOD 0.17+] Benchmark Production 0.0.11
- Replies: 2
- Views: 1585
Re: [proof-of-concept] Benchmarking tools
I'm moving this to the Work-In-Progress / Pre-Alpha Mods subforum.
Although it's just a proof-of-concept it belongs there, even if you never finish it.
Although it's just a proof-of-concept it belongs there, even if you never finish it.
- Thu Sep 28, 2017 8:50 pm
- Forum: Outdated/Not implemented
- Topic: Alternative to Inserters - Direct Resource Intake Gate
- Replies: 6
- Views: 4485
Re: Alternative to Inserters - Direct Resource Intake Gate
http://i.imgur.com/3nr9Ma5.png Loader-Furnace https://mods.factorio.com/mods/darkfrei/Loader-Furnace Close, but OP wants a furnace that has a loader already built in. Something like in Factorissimo ( link ) where you put the belt directly at the entry ("gate") of the machine and it accept...