Search found 39 matches
- Sat Nov 28, 2020 2:53 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] AltGr is treated like left Alt so some characters can not be created
- Replies: 6
- Views: 3449
Re: [1.1.0] Can't type some characters in the console because alt gr is treated like left alt
Can confirm this happening as well. By pressing right ALT, it also ignores some specific input to go into console, even if those are non-alt modified inputs in settings. For example G is for connecting train wagons, pressing ALT + G in console should write special character for me, but spams "c...
- Fri Nov 27, 2020 1:12 am
- Forum: Won't fix.
- Topic: [1.1.1] Weapon targetability against spidertron inconsistencies
- Replies: 1
- Views: 1084
[1.1.1] Weapon targetability against spidertron inconsistencies
Hello, As of now, spidertron cannot be hit by: - tank shells (even though shell actually collides with legs) - artillery shells - grenades - shotgun (even though shell actually collides with legs) - slowdown capsules - discharge defense I think that explosives like artillery, grenades, and explosive...
- Fri Oct 30, 2020 6:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
- Replies: 14
- Views: 11500
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Probably still better to hope for fix to other scenario issues, for example locale not working with render texts after loading the game from savefile, and similar. According to https://forums.factorio.com/84696 that should be fixed. If that is not the case, please make another bug report. My bad, c...
- Fri Oct 30, 2020 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
- Replies: 14
- Views: 11500
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Stupid question: How is this old scrap metal different from the new scrap metal "Ship wreck small" that was added in 1.0.0? The new stuff looks so much better anyways. Old scrap: 9 graphic variants, it is one SIMPLE ENTITY (so no force, basically on par with trees and rocks, actually also...
- Wed Oct 28, 2020 5:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
- Replies: 14
- Views: 11500
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Hello, I found out this silently planned change quite late (with the upcoming changes post https://forums.factorio.com/viewtopic.php?p=518171#p518171), but hopefully still not late enough. Can you please not remove this entity? It is used in hundreds of custom maps, as it is the only entity from wre...
- Fri Oct 09, 2020 1:28 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 82841
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I hope we will get access to create new tips even just on scenario settings (so without hard mods), so we can potentially move all map explanations into it. I get the idea that new prototypes aren't scenario thing, but at least some basic stuff to be there would be lovely. If we can make new categor...
- Wed Jul 29, 2020 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: Game sounds are uncomfortable and obscure
- Replies: 20
- Views: 8022
Re: Game sounds are uncomfortable and obscure
My biggest issue is LASER sounds. They just tear my eyes to pieces. The biggest problem is that once you have power armor and personal lasers, they are basically present nonstop, especially with specific scenarios aimed for combat mainly. It would be great if we at least could disable specific sound...
- Mon Jul 20, 2020 8:50 pm
- Forum: Modding interface requests
- Topic: Event request: on_pre_player_spilled_items
- Replies: 2
- Views: 966
Re: Event request: on_pre_player_spilled_items
Well, okay, maybe I did overstated it a bit, but certainly it caused big lag issues, once people noticed it can shut the server down, they use it fairly often, and cannot really be solved without interrupting the game itself (for example disabling cancellations of crafting or such). As our scenarios...
- Mon Jul 20, 2020 7:40 pm
- Forum: Modding interface requests
- Topic: Event request: on_pre_player_spilled_items
- Replies: 2
- Views: 966
Event request: on_pre_player_spilled_items
Heya, recently, we got huge problems on public servers, where people intentionally crash servers by exploiting the inefficiency of surface.spill_item_stack() function. They mainly do it by using crafting queue, they basically fill their queue by thousands of items, then cancel whole queue at once an...
- Tue Jun 16, 2020 11:40 am
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 24355
Re: Version 0.18.32
Can we get raised event when the flush button is used? Possibly with accessible amount and type of fluid flushed ?
Because honestly, this is just ultimate troll/griefing button for public servers...
Because honestly, this is just ultimate troll/griefing button for public servers...
- Thu May 07, 2020 9:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] rendering.draw_text cannot access Scenario's locale when savefile loaded
- Replies: 1
- Views: 1844
[0.18.22] rendering.draw_text cannot access Scenario's locale when savefile loaded
Hi, I wanted to include localized rendered text in my scenario. This looks like very easy thing to do and it was, as rendering.draw_text supports localized strings. So I included my own locale file into the scenario and added the localized message. This works fine when spawning the renders, but when...
- Fri May 01, 2020 10:42 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 21157
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
Now just fix the pathing through obstacles and we are set
Unit groups fail to attack obstacles while biters bound to nests do just happily...
Unit groups fail to attack obstacles while biters bound to nests do just happily...
- Sun Apr 26, 2020 8:24 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.18.18] Biters hesitant to attack neutral rock entities
- Replies: 2
- Views: 1488
Re: [0.18.18] Biters hesitant to attack neutral rock entities
Okay, so I managed to make one observation, and then confirmed it in vanilla editor map without any scripts. I made simple map, basically opened editor and spammed bunch of rocks around. Placed one nest in the middle of rocks. First part of observation is, that biters that belong to spawner, DO dig ...
- Fri Apr 24, 2020 10:30 am
- Forum: Releases
- Topic: Version 0.18.20
- Replies: 16
- Views: 11534
Re: Version 0.18.20
Removed Compilatron chest, aaaaaand all my scenarios are broken. Not removing compilatron also includes to not remove his other assets :( :( :( :( :( :( :( :( :( :( :( There is no other chest that would have distinctive graphics so people know "this is objective chest". This was one and i...
- Fri Apr 10, 2020 10:07 pm
- Forum: News
- Topic: Friday Facts #342 - The new old tutorial
- Replies: 38
- Views: 16517
Re: Friday Facts #342 - The new old tutorial
Please, leave the assets in the game. Compilatron is useful and shallow water should be incorporated into regular maps rather than deleted. In general, personally I would keep the dead end scenario, but repurpose it. Expose all the scripting and turn it into "how to make scenario" tutorial...
- Tue Feb 18, 2020 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.7] Authenticating with token does not work: "auth error: Missing username"
- Replies: 6
- Views: 5266
Re: [0.18.7] Authenticating with token does not work: "auth error: Missing username"
Well, starting server is one thing, but do you have the server listed within public servers?
- Sun Dec 29, 2019 8:34 pm
- Forum: Not a bug
- Topic: Flamethrower turret attacks enemy flamethrower turret despite it is immune to fire
- Replies: 1
- Views: 555
Flamethrower turret attacks enemy flamethrower turret despite it is immune to fire
If flamethrower turret is placed in range of enemy flamethrower turret, those will automatically attack each other (as they are enemy and military buildings at once), even though they can't damage each other (immune to fire). Flamethrower turrets that way ignore all other targets and continue so unt...
- Tue Dec 17, 2019 9:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player
- Replies: 18
- Views: 6625
Re: [0.17.79] Multiplayer game stuck while saving game for unsuccessfully joining player
Just to add, this is actually happening for a while but is very rare and not tied to that single server, and even if that said person aborts and tries again, they make it stuck again. As long as this person is trying to fetch the map, all others are also waiting for map being saved for download. Onl...
- Sun Jun 24, 2018 7:11 pm
- Forum: Angels Mods
- Topic: How to start gardening.
- Replies: 16
- Views: 27151
Re: How to start gardening.
FNEI does not show composter recipes, so just build composter and put something into it (for example raw wood) and voila, compost is done.