don't know if this fits in bugs...
ok uranium requires sulfuric acid to mine
ok the miners hold some of it internally
but when they are no more uranium to be mined they do not eject the acid, not all of it anyhow, it hogs 100 acid that is effectively gone forever
personally i think empty uranium ...
Search found 14 matches
- Sat Aug 05, 2017 8:29 am
- Forum: Not a bug
- Topic: [15.32] Uranium mines and S.Acid
- Replies: 2
- Views: 1578
- Sun Jul 10, 2016 9:11 am
- Forum: Ideas and Suggestions
- Topic: blueprints and powerlines
- Replies: 1
- Views: 2154
blueprints and powerlines
Blueprints does not take into account the extra powerline connections I have made (to a power switch), it does however take into account the red and green wires that controls the switch.
since factorio is a game about automation and i dont want to manauly connect the power switch i would like ...
since factorio is a game about automation and i dont want to manauly connect the power switch i would like ...
- Tue Jul 05, 2016 8:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
- Replies: 20
- Views: 12965
Re: [0.13.0] "API call failed" during mod browsing [reopened]
0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha)
still crashes when clicking on random mods
0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha)
0.055 Operating system: Linux (Ubuntu 14.04)
0.055 Program arguments: "/home/karlstri/factorio/bin/x64 ...
still crashes when clicking on random mods
0.000 2016-07-05 22:36:52; Factorio 0.13.5 (build 23107, linux64, alpha)
0.055 Operating system: Linux (Ubuntu 14.04)
0.055 Program arguments: "/home/karlstri/factorio/bin/x64 ...
- Sat Apr 30, 2016 10:30 am
- Forum: Ideas and Suggestions
- Topic: Mega-Structures and merged structures.
- Replies: 11
- Views: 5668
Re: Mega-Structures and merged structures.
i myself have tought about megachests aka warehouses, perhaps 3x3 in size, another thing i would like is a 1x7 chest for loading/unloading trains.
mega solars is intresting too but perhaps 4x4 advanced solars whit a per square efficency 20% better then the basic but much more expensive
in general ...
mega solars is intresting too but perhaps 4x4 advanced solars whit a per square efficency 20% better then the basic but much more expensive
in general ...
- Wed Nov 11, 2015 9:25 pm
- Forum: Ideas and Suggestions
- Topic: Modules for vehicles (Equipment, PowerSuit for vehicles)
- Replies: 3
- Views: 8882
Re: Modable locomotive/cars
i like the idea of having modules for vehicle in the same way powerarmor works
and i want to place a turrent on my trains
and i want to place a turrent on my trains
- Sat Apr 18, 2015 9:23 am
- Forum: News
- Topic: Friday Facts #82 - Optimisations
- Replies: 58
- Views: 50598
Re: Friday Facts #82 Optimisations
is it possible to use the same optimastions on accumilators that are developed for the solars? it seams to me that they shuold be quite similar in the simulations.
- Sun Feb 22, 2015 8:52 am
- Forum: Ideas and Suggestions
- Topic: remember servers connected
- Replies: 4
- Views: 2047
remember servers connected
i would like to have the posibilty to store a list of the servers is connected to recently or some posibility to save the servers.
i feel its a missing feature that is quite easy to implement
i feel its a missing feature that is quite easy to implement
- Sat Feb 21, 2015 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.16] [kovarex] crash while loading saved game
- Replies: 5
- Views: 2675
[0.11.16] [kovarex] crash while loading saved game
when loading a saved game in multiplayer
factorio-current.log
7963.471376 Info Logger.cpp:152: 2015-02-21 20:05:43; Factorio 0.11.16 (Build 13544, linux64)
7963.471426 Info Logger.cpp:156: Operating system: Linux
7963.471441 Info Paths.cpp:202: Read data path: /home/karlstri/factorio/data
7963 ...
factorio-current.log
7963.471376 Info Logger.cpp:152: 2015-02-21 20:05:43; Factorio 0.11.16 (Build 13544, linux64)
7963.471426 Info Logger.cpp:156: Operating system: Linux
7963.471441 Info Paths.cpp:202: Read data path: /home/karlstri/factorio/data
7963 ...
- Sun Feb 08, 2015 2:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] multiplayer connection error
- Replies: 4
- Views: 3394
Re: [0.11.15] multiplayer connection error
for this game i was host
i have ubuntu 14.04 lts 64 bits
there is a nat router that portforwars the factorio port to my computer
it worked before update 0.11.15
factorio-current.log
856393.387401 Info Logger.cpp:152: 2015-02-08 15:16:45; Factorio 0.11.15 (Build 13276, linux64)
856393.387448 Info ...
i have ubuntu 14.04 lts 64 bits
there is a nat router that portforwars the factorio port to my computer
it worked before update 0.11.15
factorio-current.log
856393.387401 Info Logger.cpp:152: 2015-02-08 15:16:45; Factorio 0.11.15 (Build 13276, linux64)
856393.387448 Info ...
- Fri Oct 31, 2014 9:32 pm
- Forum: Resolved Problems and Bugs
- Topic: network game hangs
- Replies: 2
- Views: 1678
Re: network game hangs
more data this time with a segfualt
953358.169661 Info AllInOne.cpp:294: NetworkTick(3968) MapTick(2052) resuming map.
953358.207299 Info AllInOne.cpp:284: NetworkTick(3971) MapTick(2055) stopping map.
953358.228140 Info AllInOne.cpp:294: NetworkTick(3972) MapTick(2055) resuming map.
953358.249996 ...
953358.169661 Info AllInOne.cpp:294: NetworkTick(3968) MapTick(2052) resuming map.
953358.207299 Info AllInOne.cpp:284: NetworkTick(3971) MapTick(2055) stopping map.
953358.228140 Info AllInOne.cpp:294: NetworkTick(3972) MapTick(2055) resuming map.
953358.249996 ...
- Fri Oct 31, 2014 9:28 pm
- Forum: Resolved Problems and Bugs
- Topic: network game hangs
- Replies: 2
- Views: 1678
network game hangs
two player network game works(i think)
but when player tree joins game frezes for host and frezes for clients
note: one player on lan one player on internet via nat router that portforwards port 34197
first time lan joined first then the internet player (no logs but same thing hapend)
second time ...
but when player tree joins game frezes for host and frezes for clients
note: one player on lan one player on internet via nat router that portforwards port 34197
first time lan joined first then the internet player (no logs but same thing hapend)
second time ...
- Sat Oct 25, 2014 9:30 pm
- Forum: Implemented mod requests
- Topic: modable map genertor
- Replies: 5
- Views: 7084
modable map genertor
i think it would be an intresitng thing for the game if the map genartor is modible, so i can select what map style i want to play.
- Mon Aug 11, 2014 11:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] powerline removed
- Replies: 3
- Views: 3735
[0.10.6] powerline removed
game crashes with segfualt when i a viewing the power menu when the pole im am viewing from is removed with a construction bot
to repoduce:
use deconstruction planer on an electic pole
view the electric grind stats
wait for pole to be removed
crashes with segfualt
run on a ubuntu linux 64 bit ...
to repoduce:
use deconstruction planer on an electic pole
view the electric grind stats
wait for pole to be removed
crashes with segfualt
run on a ubuntu linux 64 bit ...
- Fri May 02, 2014 12:06 pm
- Forum: Resolved Problems and Bugs
- Topic: game crash 0.9.8
- Replies: 1
- Views: 1269
game crash 0.9.8
the followin sequnce makes the game crash
play->custom senario->create->generate [crash]
i run ubuntu 64 bit
stdout:
Downloading https://www.factorio.com/updater/get-available-versions?username=[removed_by_poster]&token=[removed_by_poster]&apiVersion=2
=> 200
No level in scenario execution ...
play->custom senario->create->generate [crash]
i run ubuntu 64 bit
stdout:
Downloading https://www.factorio.com/updater/get-available-versions?username=[removed_by_poster]&token=[removed_by_poster]&apiVersion=2
=> 200
No level in scenario execution ...