Search found 1137 matches

by valneq
Sun Oct 20, 2019 3:06 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.72] Doesn't allow loading Industrial Revolution mod
Replies: 9
Views: 1297

Re: [0.17.72] Doesn't allow loading Industrial Revolution mod

Why not disable the mod with the wrong version intead of the requesting mod? I think it is more helpful for the user if the mod UI communicates "Please update beltboxes to at least version 2.2.1 in order to activate industrial revolution" in some way, instead of just deactivating beltboxe...
by valneq
Sun Oct 20, 2019 3:00 pm
Forum: Not a bug
Topic: [0.17.71] Game gets slower and biters not expanding anymore
Replies: 9
Views: 1950

Re: [0.17.71] Game gets slower and biters not expanding anymore

A possible idea to avoid lots of unrevealed chunks could be a generation of maybe five chunks from the radar covered chunks on and the pollution from chunk 6 on gets into the void (gets deleted). If I read your suggestion correctly, you want to void the pollution that goes too deep into unrevealed ...
by valneq
Sun Oct 20, 2019 2:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.72] Doesn't allow loading Industrial Revolution mod
Replies: 9
Views: 1297

Re: [0.17.72] Doesn't allow loading Industrial Revolution mod

I believe the mod UI could communicate this case better. As Deadlock says: hidden optional dependencies make perfect sense, especially with minimal version requirements. If the requirement is installed, but in an incompatible version, why not list something like "Incompatible with: beltboxes<2....
by valneq
Sat Oct 19, 2019 4:03 pm
Forum: Not a bug
Topic: [0.17.71] Game gets slower and biters not expanding anymore
Replies: 9
Views: 1950

Re: [0.17.71] Game gets slower and biters not expanding anymore

[…] Why isn't that written in the map settings when I changed the values before starting the game?! I didn't know that the pollution creates an even bigger map […] I don't think that changing the pollution settings changes the general behaviour. As Klonan wrote: […] spreading pollution spawns new c...
by valneq
Sat Oct 19, 2019 3:50 pm
Forum: Ideas and Suggestions
Topic: [0.17.72] Server description and word wrapping
Replies: 3
Views: 616

Re: [0.17.72] Server description and word wrapping

IMHO, this behaves exactly as I would expect it to. Consider having a server description of 5 full text lines + a couple of words. In this case, the last couple of words hanging centered would look just weird. I would not mind having all server descriptions be ragged right, even single lines. But ce...
by valneq
Tue Sep 03, 2019 8:41 pm
Forum: Campaign / Scenario suggestions
Topic: Technology popup
Replies: 2
Views: 1079

Re: Technology popup

After you close the technology tree gui, the "Unlock new recipes" mission starts and then you have to repoen the technology tree gui to select Basic electronics. Yes, it happens quite frequently that a technology is the current objective, and you see the technology popup before you get th...
by valneq
Tue Jul 23, 2019 6:21 am
Forum: Not a bug
Topic: [0.17.58] The train incorrectly calculates the route.
Replies: 6
Views: 797

Re: [0.17.58] The train incorrectly calculates the route.

I think the idea behind the panalty for train stops is the following: If your train takes a path where it traverses a train station, but for whatever reason has to stop along the way at some red signal, your train could possibly block the entrance/exit of that train station. As a consequence, anothe...
by valneq
Tue Jul 23, 2019 5:54 am
Forum: Ideas and Suggestions
Topic: Smart Belt Placement
Replies: 9
Views: 856

Re: Smart Belt Placement

RamiTech wrote:
Mon Jul 22, 2019 8:19 am
If I tried to do the placement like my suggestion, it just looks like this which can't be much useful in-game:
Factorio-Failed-Placement.gif
I disagree: this is exactly like I build my bus(es) -- both the main bus, and smaller parallel belt lines that provide high throughput for ores etc.
by valneq
Tue Jul 16, 2019 6:45 am
Forum: Gameplay Help
Topic: Fish: what's useful with that ?
Replies: 5
Views: 1280

Re: Fish: what's useful with that ?

In order to eat fish, take them in your hand and then left click. I'm not sure this is explained well in the item description.
by valneq
Tue Jul 16, 2019 5:24 am
Forum: Resolved Problems and Bugs
Topic: [0.17.56] Crash upon attempting to switch from automatic to manual while riding train.
Replies: 9
Views: 1377

Re: [0.17.56] Crash upon attempting to switch from automatic to manual while riding train.

Mr. Tact wrote:
Tue Jul 16, 2019 3:51 am
Ahh, it is the "factorio-current.log" -- so I should crash it and then post that file?
Upon a crash, normally the game will tell you to do exactly that.
by valneq
Mon Jul 15, 2019 10:23 pm
Forum: Duplicates
Topic: [0.17.57] Crash when selecting Settings -> Other
Replies: 2
Views: 374

Re: [0.17.57] Crash when selecting Settings -> Other

This looks like a duplicate of 73306

Can you please check if your problem still persists in 0.17.58?
by valneq
Mon Jul 15, 2019 9:06 pm
Forum: Gameplay Help
Topic: Undoing a planned upgrade
Replies: 3
Views: 671

Re: Undoing a planned upgrade

Loewchen wrote:
Mon Jul 15, 2019 11:14 am
Press shift?
What Loewchen means: Take an upgrade planner in your hand and mark the entities again while pressing the shift key. This is "undo" for upgrade planning. Shift works as undo also for deconstruction planning.
by valneq
Mon Jul 15, 2019 6:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.57] SIGSEGV when opening other settings
Replies: 2
Views: 1631

Re: [0.17.57] SIGSEGV when opening other settings

I also get a SIGSEGV when trying to open the "other settings"
by valneq
Mon Jul 15, 2019 3:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.55] NPE: Repair kits research not required to craft repair kits.
Replies: 2
Views: 519

Re: [0.17.55] NPE: Repair kits research not required to craft repair kits.

Since I cannot reproduce what I saw, I would like to move to "Pending". Can I do that somehow?
by valneq
Mon Jul 15, 2019 7:30 am
Forum: Resolved Problems and Bugs
Topic: tutorial campaign not triggering
Replies: 4
Views: 867

Re: tutorial campaign not triggering

where you had too build radars to find a crash site This sounds like 0.16 stable. The 0.16 tutorial campaign is not very easy to follow for new players -- unfortunately. but in the lab window, there is no research to select Well … the lab window is not where you select your research. You select you...
by valneq
Fri Jul 12, 2019 6:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.55] NPE: Repair kits research not required to craft repair kits.
Replies: 2
Views: 519

Re: [0.17.55] NPE: Repair kits research not required to craft repair kits.

Now I reached the part where I am able to research repair packs again. However, I am not able to build them prior to finishing the research, so I am unable to reproduce my earlier observation. This time I started the NPE in 0.17.56 and had no updates in between. Maybe it was related to that. Or mayb...
by valneq
Fri Jul 12, 2019 7:51 am
Forum: Resolved Problems and Bugs
Topic: [0.17.55] NPE: Repair kits research not required to craft repair kits.
Replies: 2
Views: 519

[0.17.55] NPE: Repair kits research not required to craft repair kits.

For some reason I was able to craft and use repair kits before finishing the repair kits research in the new introduction. Is that intended? To me it looks like a bug. FYI: I had started with the updated introduction in 0.17.53 but only finished in 0.17.55 [Edit]: I just started another campaign and...

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