Search found 660 matches
- Wed Apr 03, 2019 9:42 pm
- Forum: Not a bug
- Topic: Set Recipes On Assemblers Even When Recipe Is Not Researched Yet
- Replies: 17
- Views: 5181
Re: Set Recipes On Assemblers Even When Recipe Is Not Researched Yet
This is an inconsistency and issue in the game. It would be great to have it fixed. It's inconsistent with how everything else works with blueprints and research.
- Wed Mar 27, 2019 12:38 pm
- Forum: Duplicates
- Topic: [0.17.4] fluid inputs should not set the fluid type in a pipe
- Replies: 8
- Views: 2341
Re: [0.17.4] fluid inputs should not set the fluid type in a pipe
Is this fixed? I saw that fluid mixing logic is being worked on now. This is a bug and a regression in features since 0.16. It makes no sense for fluid input to set fluid in attached pipes to 0 of a particular type and prevents attaching a water source to oil refineries for eg. before setting the re...
- Wed Mar 27, 2019 12:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
- Replies: 6
- Views: 3320
Re: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
Just wondering. Has this been fixed yet? Sounds like you already found where the problem was.
- Wed Mar 27, 2019 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.16] Cannot paste recipe due to (intermediate) fluid mixing
- Replies: 8
- Views: 3865
Re: [Dominik][0.17.16] Cannot paste recipe due to (intermediate) fluid mixing
Hi, this was a tricky one. There are just so many paths on which the mixing needs to be checked and this one still did not get rewritten. So I did now and it works correctly :) Thanks! Fix fluid inputs on buildings setting the fluid type of attached pipes to 0 of that particular fluid type. This pr...
- Mon Mar 25, 2019 10:35 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.17.2 Broke existing feature of remembering blueprint orientation
- Replies: 8
- Views: 3557
Re: Factorio 0.17.2 Broke existing feature of remembering blueprint orientation
This is broken in 0.17.17 and 0.17.18 again. Sorry for the similar post, my previous one wasn't showing up and I also wanted to capture that it's still an issue in 0.17.18.
- Mon Mar 25, 2019 7:58 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio 0.17.2 Broke existing feature of remembering blueprint orientation
- Replies: 8
- Views: 3557
Re: Factorio 0.17.2 Broke existing feature of remembering blueprint orientation
This seems to be broken again for using blueprints and books from the library for 0.17.17
- Mon Mar 18, 2019 10:02 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
I tested to make sure I still get the issue in 0.17.15 first which I do, then I tried disabling vsync in options and restarted (game didn't force me to but just to make sure it was a proper test) and in a short play session (this is not conclusive) but I would usually have gotten the issue already a...
- Mon Mar 18, 2019 9:22 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.15] Enhancement - Allow searching in all GUIs with lists especially in already installed mods also allow category
- Replies: 0
- Views: 485
[0.17.15] Enhancement - Allow searching in all GUIs with lists especially in already installed mods also allow category
I couldn't find the enhancements category, but this belongs under that category and it's not a bug with the existing code. Allow searching in all GUIs with lists especially in already installed mods. There is no reason to limit this to only the install mods screen. All mod screens, and in game scree...
- Mon Mar 18, 2019 9:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
- Replies: 6
- Views: 3320
Re: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
Kovarex, I did a quick test with a mod that adds entities and it looks like the blueprint works after disabling and re-enabling the mod. This issue seems to only be happening with tiles.
- Mon Mar 18, 2019 8:34 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
Aero (ie transparency one). Again my system didn't change nor did my settings and 0.16 worked perfectly.TruePikachu wrote: ↑Mon Mar 18, 2019 8:12 pmAero theme or Classic theme?factoriouzr wrote: ↑Mon Mar 18, 2019 7:51 pmI'm running on Windows 7 64 bit and get the same issues
- Mon Mar 18, 2019 7:51 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
I'm running on Windows 7 64 bit and get the same issues
- Mon Mar 18, 2019 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
- Replies: 6
- Views: 3320
Re: [kovarex] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
The blueprint library gui update will be worked on once tame the ongoing bug report avalanche of 0.17. For the other bugs (basically Icons + tiles not handled properly when it comes to blueprints & mods), it will be addressed. That's good to hear thanks. I figured you guys are still in bug figh...
- Mon Mar 18, 2019 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
- Replies: 6
- Views: 3320
Re: [kovarex] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
Based on the code, we don't mark blueprint as modded the same way with tiles as with entities. As long as you can confirm, that modded entities in blueprints work still the same and correctly, we can just include this mechanism for tiles. Even if it is only tiles, the icons are also removed from th...
- Mon Mar 18, 2019 2:39 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
I am also running in windowed mode and the slowdown was very frequent and regular for me, as the other reported. It seems to get worse over time. It used to be every few minutes then with longer play time it's much more frequent like every minute.
- Sun Mar 17, 2019 11:00 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
I disagree. But if I am not right you could point me to report another issue. I have 2 graphic cards. 1 integrated and second is dedicated, from log: 1.185 Initialised Direct3D[0]: NVIDIA GeForce GTX 1050 Ti with Max-Q Design (10de-1c8f); driver: nvldumdx.dll 24.21.13.9921 I have exact same problem...
- Sun Mar 17, 2019 10:50 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
Any update on this? Is this being worked on. It's a huge issue and it's still happening frequently on 0.17.14. The latest 0.16 was working perfectly without these slowdowns. As I said: without a save and steps to reproduce *from you* there's nothing I can do. Can you not see the post back from Wed ...
- Sun Mar 17, 2019 4:38 pm
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
Any update on this? Is this being worked on. It's a huge issue and it's still happening frequently on 0.17.14. The latest 0.16 was working perfectly without these slowdowns. As I said: without a save and steps to reproduce *from you* there's nothing I can do. Can you not see the post back from Wed ...
- Sun Mar 17, 2019 12:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
- Replies: 6
- Views: 3320
[Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
Disabling a mod then ren-enabling it breaks blueprints using mod items permanently. Steps to reproduce: +enable a mod that adds water fill (like landfill but for water). This likely happens for other items added by mods as well +make a blueprint that uses at least one of the new items added by the m...
- Sun Mar 17, 2019 11:28 am
- Forum: Pending
- Topic: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
- Replies: 42
- Views: 8328
Re: [0.17.5] huge about 10 second lag every few minutes fps and ups drops to around 30 then goes back up
Any update on this? Is this being worked on. It's a huge issue and it's still happening frequently on 0.17.14. The latest 0.16 was working perfectly without these slowdowns.
- Sat Mar 16, 2019 9:18 am
- Forum: Duplicates
- Topic: [0.17.4] fluid inputs should not set the fluid type in a pipe
- Replies: 8
- Views: 2341
Re: [0.17.4] fluid inputs should not set the fluid type in a pipe
This is a bug. If pipes are connected only to inputs on a building, their fluid should not be set to what that input slot accepts.
This was working in previous versions and now is broken.
This was working in previous versions and now is broken.