Search found 45 matches
- Wed Dec 28, 2016 5:32 pm
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 35225
Re: [MOD 0.13] Sticky notes - leave notes or signs on the map
I find that I can't assign any text to it, it just prints Text then a number. I don't get the dialog boxes shown on the first page.
- Sat Dec 10, 2016 8:26 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 73993
Re: Friday Facts #168 - Nightvision Nightmare
I don't like the current iteration of the night goggles, so I don't bother with them. In the screenshots posted, the third looks even worse. However the second, I really do like. If there really is such a division among the developers (let alone the players), why not let us have all three, and we ca...
- Thu Oct 27, 2016 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Installing Mods - initial pause after click
- Replies: 0
- Views: 542
Installing Mods - initial pause after click
When you click "Install mods" button in the Mods window pane, can there be some kind of confirmation you have clicked that button, and that it needs to load the data. When I click that button, my game appears to "hang" for 10-20 seconds before it then brings up the "Browse m...
- Thu Oct 27, 2016 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Online Games and Mods
- Replies: 1
- Views: 657
Online Games and Mods
Is there any way that joining a game that needs a mod, that you already have on your systrem, but have toggled to disabled, would be enabled for you, then go into the game, then disable them when you quit the game? Instead of getting a "mismatch" error, if you already have all the mods but...
- Fri Sep 23, 2016 11:01 am
- Forum: Not a bug
- Topic: Modules in Logistics
- Replies: 1
- Views: 767
Modules in Logistics
In Options > Other Settings, my "Set logistic request count to 1 instead of stack size" is disabled. This should then mean the number on items I put into Logistics window should match the stack size. When I put into my logistics panel a module (for example, Speed Module 3) it puts it in as...
- Sat Sep 17, 2016 11:00 pm
- Forum: Multiplayer
- Topic: PDM:Trojan.Win32.Generic
- Replies: 3
- Views: 2754
PDM:Trojan.Win32.Generic
I'm using the Steam Experimental build 1338341. I joined a multiplayer game this evening and was in the game for a few hours when my game closed down and my virus checker reported that games\steam\steamapps\common\factorio\bin\factorio.exe had malware (PDM:Trojan.Win32.Generic). At the same time, te...
- Wed Jun 29, 2016 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] "Research" button off if tech has flavour text
- Replies: 16
- Views: 6420
Re: [0.13.1] "Research" button off the screen
I am also experiencing this issue, PC, my UI is set to 112% (although the same problem is evident with 100%), both screens at 1920 x 1080, the game running on Screen 2 only.
- Fri Apr 15, 2016 11:22 am
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 36891
Re: Friday Facts #134 - Signal placement indicator
With this, the realigning horizontal and vertical and the placement of tracks, it sounds like 13 will be fantastic for the railways!
- Sun Mar 27, 2016 10:58 pm
- Forum: Technical Help
- Topic: Invalid username or password
- Replies: 1
- Views: 983
Invalid username or password
When I log into the game, it says to enter my username and password, whilst this used to work okay, now it's not, it's displaying "Invalid username or password" even though I've triple checked it to be right.
- Thu Dec 31, 2015 4:11 pm
- Forum: Technical Help
- Topic: Dual Screen
- Replies: 1
- Views: 5556
Dual Screen
Dual Screen in Full Screen mode is not behaving as I expect.
Also, there's no option available to take up both screens at the same time. Not commonly found, but I would love to have been able to split the game onto two screens.
Also, there's no option available to take up both screens at the same time. Not commonly found, but I would love to have been able to split the game onto two screens.
- Sat Nov 21, 2015 4:57 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 60308
Re: Friday Facts #113 - Better rail building
I'd like an option to choose which, sometimes I want the trees, sometimes they come down.hitzu wrote:One question: why this algorithm avoid trees? If it works like a blueprint doesn't it should just lay tracks on top of the trees marking them to be removed?
- Tue Oct 27, 2015 7:56 pm
- Forum: Gameplay Help
- Topic: Robots stuck - removing erroneous chest
- Replies: 1
- Views: 4701
Robots stuck - removing erroneous chest
I had put a long term storage chest, then suddenly saw all my robots emptying every other chest to send them to the long term storage chest :s I removed the long term storage chest, but since then, I have a lot of "stuck" robots, they're just hovering and I can't seem to find a way to get ...
- Tue Oct 20, 2015 8:56 pm
- Forum: Mods
- Topic: [0.11.*+] Alien Science
- Replies: 29
- Views: 41710
Re: [0.11.*+] Alien Science
Ah, this is the solution to my Alien Science problem. Thanks very much
- Sun Oct 18, 2015 5:13 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50777
Re: Friday Facts #108 - Unexpected Features
+1DOSorDIE wrote:...and of course with a option to deactivate.
- Mon Sep 28, 2015 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Starting Settings Warning
- Replies: 3
- Views: 5051
Starting Settings Warning
May I suggest that if a player selects:
- Water: Starting Area Only
- Starting Area: None
that some kind of warning is given that they will not have any Water in the generated world, which would rule out large numbers of game components requiring water (such as electricity)
- Water: Starting Area Only
- Starting Area: None
that some kind of warning is given that they will not have any Water in the generated world, which would rule out large numbers of game components requiring water (such as electricity)
- Mon Sep 21, 2015 5:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] Deleting Save Files
- Replies: 1
- Views: 2804
[Oxyd] Deleting Save Files
Deleting multiple save files doesn't work on successive save files unless you unselect and reselect them. For example, my save folder has: - SaveGame1 - SaveGame2 - SaveGame3 - _autosave1 - _autosave2 - _autosave2 When I select SaveGame2 and click [Delete save] I am given a Confirmation dialog box &...
- Mon Sep 21, 2015 4:28 pm
- Forum: Not a bug
- Topic: Scenarios [fixed v0.12.8]
- Replies: 6
- Views: 8901
Re: Scenarios
It was a bug, it's just that it has been fixed in the latest version.daniel34 wrote:Moved to Not a bug.
- Sun Sep 20, 2015 12:36 pm
- Forum: Not a bug
- Topic: Level numbers - Transport Belt Madness
- Replies: 1
- Views: 4068
Level numbers - Transport Belt Madness
I've done two levels of "Transport Belt Madness", tried a bit of the third then quit out of it. Now I'm going back in, and the Select Level shows to options: - level-01 - level-02 I would have expected level 3 at this point. It is already pre-selected to level-02, so I click on Play. After...
- Sat Sep 19, 2015 11:03 pm
- Forum: Not a bug
- Topic: Scenarios [fixed v0.12.8]
- Replies: 6
- Views: 8901
Re: Scenarios
You might want to try to update to version 0.12.8, all scenarios work for me. I've got v0.12.7 build 16743 win 64, when I go to About > Check updates, it says "No new updates available". Double check if experimental updates are enabled. If you used zip they would be off. Thanks Experiment...
- Sat Sep 19, 2015 10:26 pm
- Forum: Not a bug
- Topic: Scenarios [fixed v0.12.8]
- Replies: 6
- Views: 8901
Re: Scenarios
I've got v0.12.7 build 16743 win 64, when I go to About > Check updates, it says "No new updates available".jeroon wrote:You might want to try to update to version 0.12.8, all scenarios work for me.