do point 3 above to refill toolbarrorror wrote:thats annoying that that is possible.
because even your "locked" items are poped out.
Search found 415 matches
- Mon Feb 09, 2015 4:25 pm
- Forum: Not a bug
- Topic: [0.11.15] Miss click press, ARG empty toolbelt
- Replies: 5
- Views: 2626
Re: [0.11.15] Miss click press, ARG empty toolbelt
- Mon Feb 09, 2015 4:20 pm
- Forum: Not a bug
- Topic: [0.11.15] Miss click press, ARG empty toolbelt
- Replies: 5
- Views: 2626
Re: [0.11.15] Miss click press, ARG empty toolbelt
That's CTRL + click on empty toolbelt slot. Probably because of shared code between inventories: chests, toolbelt, etc. have the same behaviour of quick filling/emptying. 1) CTRL + click on empty slot in toolbar when no chest is open -> quick empty toolbar to toolbar 2) CTRL + click on empty slot in...
- Mon Feb 09, 2015 4:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Map suddenly black
- Replies: 11
- Views: 9151
[0.11.15] Map suddenly black
A search turned up nothing so here goes. This happened a handful of times: http://i.imgur.com/0UJ8vNw.png The overview map is completely black, also the minimap. Overlays like pollution, trains and stations are visible. After some time and after some running around the map reappears sometimes block ...
- Sat Feb 07, 2015 1:55 pm
- Forum: Not a bug
- Topic: [0.11.14] 10k of solar panels cause the game to lag
- Replies: 11
- Views: 5635
Re: [0.11.14] 10k of solar panels cause the game to lag
there are three debug views: F5, F6 and F7 with F7 being the most detailed
you can configure what you see in each view with F4
you can configure what you see in each view with F4
- Sat Feb 07, 2015 9:10 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Could sleep more
- Replies: 9
- Views: 3301
Re: [0.11.15] [kovarex] Could sleep more
You're most welcome ^^kovarex wrote:So thanks for the report, it is now fixed for 0.11.16
changelog wrote: Fixed that transport belts built by the construction robots were not deactivated properly.
- Sat Feb 07, 2015 8:14 am
- Forum: Mods
- Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
- Replies: 9
- Views: 11562
Re: [MOD 0.11.x][WIP] Sensors 0.0.1
Hi there :) I'm not sure about the "speed item". Inserters can (currently) only react to one item so it would have to be either the desired item or the speed item which to me does not offer much. Then it would be better to have two separate rails, one that detects only on standing trains/w...
- Sat Feb 07, 2015 8:07 am
- Forum: General discussion
- Topic: Best way to clear forest?
- Replies: 9
- Views: 5246
Re: Best way to clear forest?
deconstruction bots. They not only raze it down in seconds, they also transport the wood into storage boxes to have it buuuurned
- Sat Feb 07, 2015 8:02 am
- Forum: Not a bug
- Topic: [0.11.15] Inserters not unloading from wagon
- Replies: 4
- Views: 2182
Re: [0.11.15] Inserters not unloading from wagon
But the "reach box" of the inserters is bigger than the "collision box" of the wagon as inserters have an arm and can reach further than the plain hitbox. Maybe a second hitbox, one for reach and one for collision checks, could help? (major reworks ;) ) It also does not explain w...
- Sat Feb 07, 2015 7:48 am
- Forum: Not a bug
- Topic: [0.11.15] Inserters not unloading from wagon
- Replies: 4
- Views: 2182
[0.11.15] Inserters not unloading from wagon
Eventhough it looks like the wagon should be in reach for the inserters they aren't interested in the wagon. The wagon was placed by hand and it's easy to see that some inserters are not reaching for the wagon while others do. http://i.imgur.com/RptEkyj.png Edit: another screenshot. http://i.imgur.c...
- Fri Feb 06, 2015 11:37 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Smart Rail which senses Cargo Wagon contents
- Replies: 8
- Views: 5945
Re: [Request] Smart Rail which senses Cargo Wagon contents
Totally awesome!
Amazed how quick you did it
Gave the mod a very short test-ride, see the mod's page.
Amazed how quick you did it
Gave the mod a very short test-ride, see the mod's page.
- Fri Feb 06, 2015 11:36 pm
- Forum: Mods
- Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
- Replies: 9
- Views: 11562
Re: [MOD 0.11.x][WIP] Sensors 0.0.1
I gave it a quick test before hopping to bed :) It detected the train passing over it, sent the signal over the red wire to a remote smart inserter which was told to transfer items from one box into another if more than 1 wood (the fuel) is detected. And the second the locomotive drove over the rail...
- Fri Feb 06, 2015 7:18 pm
- Forum: Show your Creations
- Topic: Heads up biters, it's an invasion
- Replies: 10
- Views: 12592
Re: Heads up bitters, it's an invasion
It's full of red
What are the straight thin red edges? Some sort of radar/view range artifact?
What are the straight thin red edges? Some sort of radar/view range artifact?
- Thu Feb 05, 2015 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Fire (and other emergency) Minio^D^D^D^D^D uhm Robots
- Replies: 2
- Views: 1536
Re: Fire (and other emergency) Minio^D^D^D^D^D uhm Robots
Exactly my first thoughts. Aah, Simcity 1_aD wrote:Disasters toolbar menu ->Godzilla
*roar*
Ah the memories.
I had the image already in google.....
- Thu Feb 05, 2015 11:27 am
- Forum: Spread the Word
- Topic: Worth a buy video about this game.
- Replies: 5
- Views: 15446
Re: Worth a buy video about this game.
Your goal is to become a lazy basta*d
- Thu Feb 05, 2015 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Could sleep more
- Replies: 9
- Views: 3301
Re: [0.11.15] Could sleep more
Btw, I just noticed, that belts built by construction robots are not asleep, could it be the way you built them? Hmyeah, that's possible. Normally I tinker around a bit, blueprint it, raze everything and have robots rebuild the plans in a more compact fashion. Sounds plausible. For example the belt...
- Thu Feb 05, 2015 9:27 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Could sleep more
- Replies: 9
- Views: 3301
Re: [0.11.15] Could sleep more
Here is a recent savegame of the world.
As I can't check right now if the effect is visible in this savegame (it should), please give me a short reply if you can see it.
As I can't check right now if the effect is visible in this savegame (it should), please give me a short reply if you can see it.
- Wed Feb 04, 2015 10:01 pm
- Forum: General discussion
- Topic: Nuclear energy
- Replies: 2
- Views: 1630
Re: Nuclear energy
Hello AnarCon!
You seem to be new here, that's great - the more the merrier
You could perhaps try the search funtionality of the forum. There have already been several implementations/attempts to bring other energy sources into the game.
You seem to be new here, that's great - the more the merrier
You could perhaps try the search funtionality of the forum. There have already been several implementations/attempts to bring other energy sources into the game.
- Wed Feb 04, 2015 9:57 pm
- Forum: General discussion
- Topic: Recycleing
- Replies: 3
- Views: 2896
Re: Recycleing
Hmm.. maybe someone knows? And if you don't want to recycle but just get those leftovers away seek no further.
- Wed Feb 04, 2015 9:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] [kovarex] Could sleep more
- Replies: 9
- Views: 3301
[0.11.15] [kovarex] Could sleep more
*yawn* yeah, I really could. :| Okay, this is maybe not strictly about a bug but just simply optimizing potential, but maybe it is. All around are passive belts (those with the red circles) but there are some belts that are doing nothing but are active (no red circle) while they could be set to pass...
- Wed Feb 04, 2015 8:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Factorio has stopped working
- Replies: 24
- Views: 7865
Re: [0.11.14] Factorio has stopped working
Well, I'm sorry for the drag, but it will take two more releases to see the crash :( The current update uses the old binary, so it doesn't work properly When testing it today, I realised, that the debug information isn't properly prepared when the updating binary (the one that crashes) is used, I f...