Search found 12 matches

by guy-732
Wed Oct 30, 2024 1:15 pm
Forum: Wiki Talk
Topic: [bug] energy consumption field breaks with Template:Quality
Replies: 1
Views: 334

[bug] energy consumption field breaks with Template:Quality

10-30-2024, 14-12-00.png

...
|energy = {{Quality|144|187|230|274|360}} {{Translation|kW}} burner
...

Also the same happens when done this way:

...
|energy = {{Quality|144 {{Translation|kW}}|187 {{Translation|kW}}|230 {{Translation|kW}}|274 {{Translation|kW}}|360 {{Translation|kW}}}} burner ...
by guy-732
Tue Oct 29, 2024 10:14 pm
Forum: Wiki Talk
Topic: Template:Infobox suggested addition: resource-drain
Replies: 1
Views: 588

Template:Infobox suggested addition: resource-drain

That way we could add the resource drain (which depends on quality) into the infobox for drills
by guy-732
Mon Oct 28, 2024 8:57 am
Forum: Releases
Topic: Version 2.0.11
Replies: 25
Views: 15902

Re: Version 2.0.11



https://i.ibb.co/7SHYYbQ/2.jpg
https://i.ibb.co/1XCFBd1/1.jpg

Since the update, I have the logistics menu even though I haven't activated it yet and a new blue symbol on the right (see picture 1), when I click on it a new window comes up, which is not displayed correctly due to the UI size ...
by guy-732
Mon Oct 21, 2024 10:28 pm
Forum: Releases
Topic: Version 2.0.8
Replies: 13
Views: 13627

Re: Version 2.0.8




Bugfixes

Fixed a crash when drawing a spider leg with length 0. (https://forums.factorio.com/116034)



Well... that's an interesting bug, and modders finding this, like, 6 hours after launch is insane!!


Actually Xorimuth found it last week, and it just now made it into the build ...
by guy-732
Mon Oct 21, 2024 9:36 pm
Forum: News
Topic: Factorio: Space Age is here!
Replies: 123
Views: 84722

Re: Factorio: Space Age is here!

Welp... now that filter inserters no longer exist the forum ranks will need to be updated
by guy-732
Mon Oct 21, 2024 9:34 pm
Forum: Releases
Topic: Version 2.0.8
Replies: 13
Views: 13627

Re: Version 2.0.8

FactorioBot wrote: Mon Oct 21, 2024 5:21 pm Bugfixes
  • Fixed a crash when drawing a spider leg with length 0. (116034)
Well... that's an interesting bug, and modders finding this, like, 6 hours after launch is insane!!
by guy-732
Fri May 03, 2024 12:21 pm
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 49242

Re: Friday Facts #409 - Diminishing beacons

Gergely wrote: Fri May 03, 2024 12:08 pm Why is alt mode showing the modules "inside" the beacons now?
First image from FFF
That was always a thing, even in the current version.
There is a setting to make alt mode display modules in beacons that way.
by guy-732
Tue Jan 23, 2024 2:20 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 83246

Re: Friday Facts #393 - Putting things on top of other things



But for many taller items like barrels, stacking makes less sense, and for things like nuclear reactors it makes no sense. (It make no sense to even be able to put those on belts in the first place, but whatever. Also they probably should have a stack size of 1).


Damn this post made my tummy ...
by guy-732
Sat Jan 20, 2024 10:32 am
Forum: Technical Help
Topic: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?
Replies: 8
Views: 2401

Re: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?



Wonder if the game actually works with 16 bit wordsize. How did it even compile to that actually?

That's not what happened here. What happened is that an erroneous update package replaced the executable with a diff file, which the system doesn't recognize and cannot run. It only calls it a 16 ...
by guy-732
Sat Jan 20, 2024 7:23 am
Forum: Technical Help
Topic: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?
Replies: 8
Views: 2401

Re: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?

Wonder if the game actually works with 16 bit wordsize. How did it even compile to that actually?
by guy-732
Fri Jan 19, 2024 4:13 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 41134

Re: Friday Facts #394 - Assembler flipping and circuit control


So now we're only missing reactor circuit control to get the temperature directly, instead of doing some detection logic based on steam and output of used fuel cells. But I guess that's coming as well in due time.


Now that would allow for some very fuel efficient nuclear designs that do not ...
by guy-732
Fri Jan 19, 2024 1:27 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 41134

Re: Friday Facts #394 - Assembler flipping and circuit control

Finally, we can put Chemical Plants for Oil Cracking next to each other without gaps between them while using less space with the pipes than... whatever mess we need to do right now.

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