Oh damn you got me. A mod assigned ctrl-A to an action. Thank you. Changing it to something else immediately worked.
Search found 1024 matches
- Thu Nov 21, 2019 3:42 pm
- Forum: Technical Help
- Topic: left-control + a (move left) doesn't work
- Replies: 2
- Views: 604
- Thu Nov 21, 2019 3:34 pm
- Forum: Gameplay Help
- Topic: shift-click ammo to trash
- Replies: 5
- Views: 1817
Re: shift-click ammo to trash
I don't know if you can change it, but its being auto-moved to your ammo slot for your weapon. Oh that makes sense. I didn't even think about it, and I have used shift-click to change ammo a lot. As far as I know, there is no way to do that at the moment. However, the GUIs will change in the future...
- Thu Nov 21, 2019 6:09 am
- Forum: Technical Help
- Topic: left-control + a (move left) doesn't work
- Replies: 2
- Views: 604
left-control + a (move left) doesn't work
I thought I had a ghosting issue, because I can't move left while holding ctrl. I can move up, down, and right. I played on another computer and had the same issue, so I guess I'm asking if anyone else has the same issue, or just me?
- Wed Nov 20, 2019 11:26 pm
- Forum: Gameplay Help
- Topic: shift-click ammo to trash
- Replies: 5
- Views: 1817
shift-click ammo to trash
Ammo is the only thing I can't shift-click to trash. Is there a way to enable that?
- Wed Nov 20, 2019 11:24 pm
- Forum: Ideas and Suggestions
- Topic: Personal logistics preset function / Autotrash exchange string
- Replies: 6
- Views: 1408
Personal logistics preset function / Autotrash exchange string
It'd be nice to have a way to transfer auto-trash settings among games. I like to play with certain mods over different saves, but they add a ton of items, and setting up my auto-trash every time is a bit time-consuming.
- Tue Nov 19, 2019 6:30 pm
- Forum: Gameplay Help
- Topic: i need a storager bigger
- Replies: 8
- Views: 3597
Re: i need a storager bigger
A buffer can chest can be used with inserters. It will be filled from passive providers and active providers.
- Tue Nov 19, 2019 6:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.76] Crash when saving, in FluidBoxManager
- Replies: 10
- Views: 5988
Re: [0.17.76] Crash when saving, in FluidBoxManager
Had the issue last week, somewhere in the middle of the week. Stopped playing that save. Loaded up with synced mods, now it's not happening :/
- Tue Nov 19, 2019 5:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.77] Electric Energy Interface consumption broke
- Replies: 9
- Views: 5737
Re: [0.17.77] Electric Energy Interface consumption broke
Thanks! I had the same issue with the decu mod, and I dragged my feet in trying to whittle the problem down.
- Tue Nov 19, 2019 10:27 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.76] Crash when saving, in FluidBoxManager
- Replies: 10
- Views: 5988
Re: [0.17.76] Crash when saving, in FluidBoxManager
I have a save which shows this same behavior. I'm going to bed soon, but I can load it up tomorrow and test anything if needed. About a minute into my save the game becomes un-saveable.
- Tue Nov 19, 2019 3:58 am
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 10426
Re: Why is my UPS low?
@Koub and Darkfrei Thanks to both of you for helping me understand better how the game works. Yes, I realize the warehouse issue was explained early in the thread. I was not aware of it before I started this conversation and I most likely didn't give enough credit to the comment when it was given. ...
- Tue Nov 19, 2019 3:55 am
- Forum: Technical Help
- Topic: Why is my UPS low?
- Replies: 35
- Views: 10426
Re: Why is my UPS low?
I'm tooting my own horn here: https://mods.factorio.com/mod/DeepPockets
I (re)wrote a stack size changer, if you need one
edit: nvm you got one already
I (re)wrote a stack size changer, if you need one
edit: nvm you got one already
- Mon Nov 18, 2019 9:58 pm
- Forum: Modding help
- Topic: Chunk iterator not working properly?
- Replies: 18
- Views: 3940
Re: Chunk iterator not working properly?
DONE. FINALLY. I am so stupid that I put chunks[chunk_i].x instead of chunks[chunk_i].y so the position was basically x, x instead of x, y. Such a stupid mistake that lead to a month of debugging. Incase someone wants the mod, PM me and I'll send you the link when I release it. I will also be makin...
- Mon Nov 18, 2019 9:03 pm
- Forum: Mods
- Topic: [0.17] update to Advanced Nuclear
- Replies: 0
- Views: 422
[0.17] update to Advanced Nuclear
https://mods.factorio.com/mod/AdvancedNuclear3 I liked using the .16 mod but it hasn't been updated in a long time. The most power transferrable is 10 gigawatts, as that's the most the heat pipes and exchangers can transfer (specific number in the entity). I can increase that number if someone wants...
- Mon Nov 18, 2019 6:40 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 19936
Re: Niggles and nitpicking - player preferences
... I didn't have random assemblers. My base was a bit spaghetti but it wasn't planned out and all clean and whatnot. I had one or two central assemblers I used for limited-number crafts, the rest was all automated. 1. stack inserters and substations everywhere. dont like too many different entity ...
- Mon Nov 18, 2019 6:34 pm
- Forum: Not a bug
- Topic: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees
- Replies: 5
- Views: 1207
Re: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees
I don't know then, if you mean you're close enough to touch the train but just being obscured by the trees interferes.
- Mon Nov 18, 2019 6:14 pm
- Forum: Not a bug
- Topic: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees
- Replies: 5
- Views: 1207
Re: [0.17.78][Minor-bug] it’s impossible to get on the train behind the trees
I run into this kind of often with other things. I don't recall exactly what, but sometimes you can't interact with objects because something else is in the way.
- Mon Nov 18, 2019 2:14 pm
- Forum: Modding help
- Topic: Feasibility of limiting # of a certain item in game?
- Replies: 10
- Views: 2882
Re: Feasibility of limiting # of a certain item in game?
I didn't read all of the thread, but a possible solution: Watch the production statistics, and when the limit is hit, disable the recipe and clear anything that can produce it. Re-enable the recipe if more houses were built If a specific building is used (like a rocket silo has a fixed-recipe) then ...
- Mon Nov 18, 2019 2:01 pm
- Forum: Modding interface requests
- Topic: unpowered combinators
- Replies: 3
- Views: 850
Re: unpowered combinators
There's on-construction events that can be applied (a mod I played with prevents building certain things in places). That kind of behavior is used in a bunch of mods. If a combinator is marked for deconstruction, replace it with a blank version if the signal is not nil. That would probably work and ...
- Mon Nov 18, 2019 1:51 pm
- Forum: Technical Help
- Topic: Glitch since last update (17.77)
- Replies: 2
- Views: 990
Re: Glitch since last update (17.77)
There's also the possibility an armor was modded, or a technology for inventory capacity was removed (that would come up on load). Stack size changes and inventory size changes both may cause items to fall out. Edit: I saw your post time. It wouldn't have been satellites that first fell out of your ...
- Fri Nov 15, 2019 11:36 pm
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 19936
Re: Niggles and nitpicking - player preferences
Yeah I did lazy bastard. It was pretty crude but since the goal is one rocket it's not like it needs to be organized. First impression could be caused by second assumption :D How did you force yourself to do it :D The challenge was not crude, my base was. I didn't force myself, I wanted to do it. P...