Search found 14 matches
- Wed Dec 18, 2024 12:20 pm
- Forum: Not a bug
- Topic: Cryogenic Plant not craftable with Assembly Machine 1
- Replies: 2
- Views: 276
Cryogenic Plant not craftable with Assembly Machine 1
Assembly Machine 1s can craft everything that Assembly Machine 2s can craft except things that require a fluid input. Cryogenic Plants being an exception to this rule doesn't make sense, as it would be the only such exception in the game, at a point in progression where it completely doesn't matter.
- Tue Dec 10, 2024 1:12 am
- Forum: Ideas and Suggestions
- Topic: Cloud shadows should be different be different between planets
- Replies: 0
- Views: 187
Cloud shadows should be different be different between planets
TL;DR
Cloud shadows look exactly the same on Nauvis, Gleba and Fulgora. This doesn't make sense considering their vastly different climates. Each planet should have clouds that correspond to the climate. Fulgora in particular needs to be changed.
What?
Here's a screenshot of some empty space ...
Cloud shadows look exactly the same on Nauvis, Gleba and Fulgora. This doesn't make sense considering their vastly different climates. Each planet should have clouds that correspond to the climate. Fulgora in particular needs to be changed.
What?
Here's a screenshot of some empty space ...
- Sat Apr 27, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Super force build should be the default.
- Replies: 4
- Views: 1503
Super force build should be the default.
TLDR
Blueprints should default to super force build in 2.0 because I hate trees.
What?
The default keybinds for "place blueprint" and "super force build blueprint" should be swapped in 2.0.
Why?
When placing blueprints in 2.0, I have 3 options:
Build: it will fail to place if trees, machines or ...
Blueprints should default to super force build in 2.0 because I hate trees.
What?
The default keybinds for "place blueprint" and "super force build blueprint" should be swapped in 2.0.
Why?
When placing blueprints in 2.0, I have 3 options:
Build: it will fail to place if trees, machines or ...
- Tue Apr 16, 2024 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 1160
Re: Burrowed Worm Graphics should be Updated.
Ah, I realise that the Space Exploration mod gives +50% health to worms. Not much of a gameplay issue then, but a retexture would still be nice
- Tue Apr 16, 2024 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 1160
Re: Burrowed Worm Graphics should be Updated.
The number of worms in the picture:
1 small worm
1 medium worm
4 big worms
1 medium worm
4 big worms
- Tue Apr 16, 2024 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Burrowed Worm Graphics should be Updated.
- Replies: 7
- Views: 1160
Burrowed Worm Graphics should be Updated.
TL;DR
All worms look the same when they're in the ground; I think that they should be distinguishable.
What?
All worms look the same when they're in the ground, except for size. I think that the different worm sizes should at least be recoloured, but ideally given unique graphics. (The shape of the ...
All worms look the same when they're in the ground; I think that they should be distinguishable.
What?
All worms look the same when they're in the ground, except for size. I think that the different worm sizes should at least be recoloured, but ideally given unique graphics. (The shape of the ...
- Sun Apr 14, 2024 1:03 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 45097
Re: Friday Facts #406 - Space Age Music
I got a bit carried away looking at the star parallax. TLDR: the platform moves 1.25 to 2.5 metres per second.
I took 2 screenshots of the space platform movement, then used the change in positions of the camera, 2 stars and a stack inserter's rotation to calculate this.
Screenshotter (681).png ...
I took 2 screenshots of the space platform movement, then used the change in positions of the camera, 2 stars and a stack inserter's rotation to calculate this.
Screenshotter (681).png ...
- Fri Sep 08, 2023 6:30 pm
- Forum: Combinator Creations
- Topic: Single Requester Chest Mall
- Replies: 0
- Views: 2143
Single Requester Chest Mall
Playing the Space Exploration Modpack, requester chest research is locked behind space science. However, without spoiling anything, it is possible to obtain a requester chest without leaving the planet. I decided to make the best use of this as possible, so I made this strange mall design:
The ...
The ...
- Wed Apr 05, 2023 1:58 am
- Forum: Technical Help
- Topic: [1.1.76] Game doesn't recognise valid texture files
- Replies: 0
- Views: 564
[1.1.76] Game doesn't recognise valid texture files
The error:
"Failed to load mods: File not found::__base__/graphics/entity/curved_rail/hr-horizontal-curved-rail-left-bottom-segment-visualisation-continuing-1.png"
occurs about 80% into startup on every factorio version I have, with a different graphic missing for each one. This one is for unmodded ...
"Failed to load mods: File not found::__base__/graphics/entity/curved_rail/hr-horizontal-curved-rail-left-bottom-segment-visualisation-continuing-1.png"
occurs about 80% into startup on every factorio version I have, with a different graphic missing for each one. This one is for unmodded ...
- Mon Aug 24, 2020 10:38 am
- Forum: Duplicates
- Topic: [1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives
- Replies: 3
- Views: 929
Re: [1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives
After looking at those duplicate posts, I can't see why the wall shouldn't return to normal after this: Screenshot (136).png Screenshot (135).png
Under normal circumstances, it should look like this: Screenshot (138).png Screenshot (139).png
But it doesn't. The game is able to change the wall's ...
Under normal circumstances, it should look like this: Screenshot (138).png Screenshot (139).png
But it doesn't. The game is able to change the wall's ...
- Mon Aug 24, 2020 9:40 am
- Forum: Duplicates
- Topic: [1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives
- Replies: 3
- Views: 929
[1.0.0] Walls against cliffs stay attached to cliff after using cliff explosives
In my base, created in 0.17.79, I had some walls adjacent(and connected) to a cliff. I used cliff explosives to destroy the cliff, and the walls stayed in the same state, as if they were still connected to the cliff. Screenshot (131).png , Screenshot (132).png I then tested this in a new 1.0.0 world ...
- Wed Aug 12, 2020 2:26 pm
- Forum: Duplicates
- Topic: [0.17.79] "Golem" Achievement conditon not working
- Replies: 5
- Views: 1585
Re: [0.17.79] "Golem" Achievement conditon not working
Right. Thanks for clearing that up.
- Wed Aug 12, 2020 1:21 pm
- Forum: Duplicates
- Topic: [0.17.79] "Golem" Achievement conditon not working
- Replies: 5
- Views: 1585
Re: [0.17.79] "Golem" Achievement conditon not working
Not the case, I believe, because player hp is 250, energy shield mk2 has 150 hp, and power armor mk2 has 10% physical resist, so I had 400hp and the shell should have dealt 450 damage. This means I should have been killed by the physical damage. If I was only hit by the explosive blast, I would have ...
- Sat Aug 08, 2020 8:56 am
- Forum: Duplicates
- Topic: [0.17.79] "Golem" Achievement conditon not working
- Replies: 5
- Views: 1585
[0.17.79] "Golem" Achievement conditon not working
I was playing around with artillery, and decided to shoot myself with it. I used the artillery remote to target a location directly on my player, and stood there. I do not know whether it was the artillery wagon or turret that shot me. This gave me the "Golem" achievement in both Factorio and on ...