Search found 2703 matches

by daniel34
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...
by daniel34
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...
by daniel34
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
by daniel34
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....
by daniel34
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...
by daniel34
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, ...
by daniel34
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...
by daniel34
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 ...
by daniel34
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...
by daniel34
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...
by daniel34
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...
by daniel34
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...
by daniel34
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...
by daniel34
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...
by daniel34
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.
by daniel34
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
abc
by daniel34
Fri Sep 29, 2017 7:16 pm
Forum: Gameplay Help
Topic: Electricityproblems
Replies: 5
Views: 1588

Re: Electricityproblems

by daniel34
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.
by daniel34
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.
by daniel34
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...

Go to advanced search