Search found 34 matches
- Tue Nov 12, 2024 6:32 pm
- Forum: Pending
- Topic: [2.0.15] Stopped getting ALL alerts
- Replies: 3
- Views: 202
Re: [2.0.15] Stopped getting ALL alerts
Hello, Can you provide your save game? https://drive.google.com/file/d/1F0x2T_O-XZJ1_rwWUd0ekOPGFwfl8oac/view?usp=sharing I couldn't replicate the bug but I have a suspicion that is has something to do with the empty mod GUI toolbox (top left corner on my 1st and 3rd screenshot) that has been left ...
- Thu Nov 07, 2024 4:57 pm
- Forum: Bug Reports
- Topic: [2.0.13] Thruster side panel doesn't fit screen on default UI scale
- Replies: 5
- Views: 397
- Thu Nov 07, 2024 12:07 pm
- Forum: Not a bug
- Topic: [2.0.15] Can't go back to the 2.0.14 with a save from both 2.0.14 and 2.0.15
- Replies: 1
- Views: 197
[2.0.15] Can't go back to the 2.0.14 with a save from both 2.0.14 and 2.0.15
After updating to 2.0.15 I've caught a bug that makes the game pretty much unplayable (https://forums.factorio.com/viewtopic.php?f=7&t=120154&p=634244) but can't downgrade to 2.0.14 (to continue playing) and go back to my old or current save: the current save from 2.0.15 simply isn't loading...
- Thu Nov 07, 2024 11:56 am
- Forum: Balancing
- Topic: Gleba is a problem
- Replies: 17
- Views: 8954
Re: Gleba is a problem
The planets should not be balanced for you going out of your way to rush for them and arriving with very little progress made on Nauvis. With that said tho, the game has almost a built-in easy mode - If any planet is too much of a hassle just make a good Nauvis base and send everything you need via ...
- Wed Nov 06, 2024 11:20 pm
- Forum: Pending
- Topic: [2.0.15] Stopped getting ALL alerts
- Replies: 3
- Views: 202
[2.0.15] Stopped getting ALL alerts
The GUI thingy isn't showing anymore. No sounds of things being destroyed/attacked either. If i wire a speaker I can hear it but no icon.
https://imgur.com/a/YOA6VVU You can see on the map i have unbuilt entities but no alert. Same for a wired speaker.
https://imgur.com/a/YOA6VVU You can see on the map i have unbuilt entities but no alert. Same for a wired speaker.
- Tue Nov 05, 2024 4:10 pm
- Forum: Assigned
- Topic: [posila][2.0.14] Purple lines appearing on Gleba again
- Replies: 2
- Views: 220
Re: [2.0.14] Purple lines appearing on Gleba again
Also they constantly appear and reappear when you zoom in and out. On a certain level of zoom there won't be any.
- Tue Nov 05, 2024 3:51 pm
- Forum: Assigned
- Topic: [posila][2.0.14] Purple lines appearing on Gleba again
- Replies: 2
- Views: 220
[posila][2.0.14] Purple lines appearing on Gleba again
The issue was fixed in 2.0.13 (117261) but seems to reappear in 2.0.14
P.S. They're obviously blue, I just copied the title from the previous thread and didn't notice.
P.S. They're obviously blue, I just copied the title from the previous thread and didn't notice.
- Tue Nov 05, 2024 10:47 am
- Forum: Bug Reports
- Topic: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
- Replies: 16
- Views: 1132
- Mon Nov 04, 2024 3:02 pm
- Forum: Not a bug
- Topic: [2.0.14] Rocket parts have a rocket capacity value implying you can take them out of the silo and ship them
- Replies: 1
- Views: 169
[2.0.14] Rocket parts have a rocket capacity value implying you can take them out of the silo and ship them
What the title says. Just confusing.
- Mon Nov 04, 2024 2:10 pm
- Forum: Duplicates
- Topic: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
- Replies: 9
- Views: 332
Re: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
Killing a nest (you logically should be able to kill) cos of your own fault is not an outcome that should be mitigated over dying cos the obviously hostile biter nest suddenly isn't shootable for some reason (which it logically should be). This is rubber banding that goes against gameplay logic. Gi...
- Mon Nov 04, 2024 1:46 pm
- Forum: Duplicates
- Topic: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
- Replies: 9
- Views: 332
Re: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
"Shoot selected" key now works. Still a bug tho, I should be able to shoot it as an enemy like any other nest I think it was made like this on purpose because player complained they were accidentally killing their own captive nest gone rogue Killing a nest (you logically should be able to...
- Mon Nov 04, 2024 1:07 pm
- Forum: Duplicates
- Topic: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
- Replies: 9
- Views: 332
Re: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
You need to use the other control for shooting as if it was not something hostile : othercontrol.jpg I have them both keyd to the same key and I still can't shoot it If you have them both on the same key, it would make sense that "shoot at enemy" takes precedence over "shoot at anyth...
- Mon Nov 04, 2024 11:52 am
- Forum: Duplicates
- Topic: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
- Replies: 9
- Views: 332
- Mon Nov 04, 2024 11:41 am
- Forum: Duplicates
- Topic: [2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
- Replies: 9
- Views: 332
[2.0.14] Unable to shoot at nests that were previously captured (by capture rockets) but then turned hostile again
What the title says. You can only destroy them by doing splash damage from firing rockets at nearby biters.
- Thu Oct 31, 2024 12:22 pm
- Forum: Bug Reports
- Topic: [2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel
- Replies: 1
- Views: 262
[2.0.13] Biochamber fails to set/reset recipe via circuit if it has no nutrient fuel
When a biochamber has a nutrient requirement (as fuel) and no fuel is in it then when setting a new recipe via circuit the recipe won't change (and inserter won't clear the inputs) until you put at least one nutrient by hand. You can clear the inputs by hand but the recipe still won't change until y...
- Fri Oct 11, 2024 2:10 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 36229
Re: Friday Facts #432 - Aquilo
Another week, another FFF introducing "new" things I've already experienced in mod overhauls (albeit with a different coat of paint). This time it's mechanics from seablock and IR3's steam era (i.e. routing pipes to everything). How Wube gets away with selling a repackaged mash-up from fre...
- Fri Sep 27, 2024 5:12 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 41956
Re: Friday Facts #430 - Drowning in Fluids
"Just" being able to toggle the fluid system is completely infeasible, sorry. I'm 99% sure that it is only "completely infeasible" because devs didn't have the player choice in mind from the start. It's not physically impossible to implement, you/they just didn't account for tha...
- Fri Sep 27, 2024 12:02 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 41956
Re: Friday Facts #430 - Drowning in Fluids
One step forward, two steps back Pipelines are constrained to a 250x250 tile area Cool feature if it wasn't for the fact that the game highlights for you where the issue is so you don't have to think about it. It's a puzzle that literally shows you the solution for itself. Imagine if your science pr...
- Fri Sep 13, 2024 3:57 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16652
Re: Friday Facts #428 - Reactor & Logistics circuit control
If the numbers in the wiki are correct I highly doubt that it's the case. A Nuclear Reactor can store up to 5GJ of heat energy, the fuel cell has 8GJ of energy, multipled with the neighbour bonus, so in a 2x2 setup it has 24GJ. Heat exchangers and heat pipes have 1/10 of the heat capacity of the re...
- Fri Sep 13, 2024 3:13 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 16652
Re: Friday Facts #428 - Reactor & Logistics circuit control
I already described you a situation where reading steam will be lossless while reading temperature won't to which you didn't reply. The only way to have losses is if the reactor is burning fuel while at 999Β°C. You do not have losses if you heat up the reactor while your steam is full, you just stor...