Search found 190 matches
- Thu Aug 04, 2022 5:09 pm
- Forum: Not a bug
- Topic: [1.1.63] Rounding error when supplying flamethrower turrets with oil from an assembly machine
- Replies: 2
- Views: 1276
[1.1.63] Rounding error when supplying flamethrower turrets with oil from an assembly machine
Hi, when building small flamethrower turret outposts supplied with oil from an assembly machine, I noticed that sometimes, it would round the amount of the oil in the machine to xxx.9, e.g. 899.9, or 999.9 crude oil in stead of 900, or 1000 respectively. This sometimes corrects itself when oil is fl...
- Sun Jul 24, 2022 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Logistics chest filter alt-mode visibility
- Replies: 5
- Views: 2390
Option to show Storage Chest Filters
I would like to see an option to switch Alt Mode for Storage Chests to show item filters instead of contents
- Sat May 25, 2019 10:48 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki
- Replies: 10
- Views: 6257
Re: [0.17.41] Flamethrower turret tooltip inconsistent with (updated) wiki
Refined flammables has always been boosting with fire dmamage in general, and Flamethrower turrets specifically.
- Tue May 14, 2019 12:17 pm
- Forum: Not a bug
- Topic: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED (MR)
- Replies: 46
- Views: 26482
Re: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED
I don't have the issue, but looking at the thread I thought it might be related to switching between iGPU and dedicated graphics on certain power plans, usually for laptops. Do you have experience with this? Unfortunately not a lot. I've had an issue with the laptop not switching graphics device wh...
- Tue May 14, 2019 2:01 am
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 7521
Re: It can also be used to mine any kind of path, said no-one ever
Maybe the problem is that floor tiles should not be used to mine floor tiles in the first place.
We have a pickaxe for that. It just needs a toggle to select floor tiles instead of entities build above them.
We have a pickaxe for that. It just needs a toggle to select floor tiles instead of entities build above them.
- Mon May 13, 2019 4:17 pm
- Forum: Technical Help
- Topic: Alter Mapgen Settings After Playing Map
- Replies: 4
- Views: 1723
- Mon May 13, 2019 12:44 pm
- Forum: Not a bug
- Topic: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED (MR)
- Replies: 46
- Views: 26482
Re: [posila] [0.17.1] Crash on load, DXGI_ERROR_DEVICE_REMOVED
I don't have the issue, but looking at the thread I thought it might be related to switching between iGPU and dedicated graphics on certain power plans, usually for laptops.
- Wed May 08, 2019 11:00 am
- Forum: Technical Help
- Topic: [0.17.34] Blurry image when walking, stutter, odd frametimes
- Replies: 5
- Views: 2218
Re: [0.17.34] Blurry image when walking, stutter, odd frametimes
Try disabling freesync/gsync/anything like that. I've only ever heard them causing problems when used with Factorio. Even though we don't do anything specific for them - all we do is tell the GPU driver "please use vsync" if you have the option enabled in graphics settings. To expand on w...
- Tue May 07, 2019 2:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.36] Lowering Frequency on the map generator leads to excessively small starting area ore patches
- Replies: 3
- Views: 5727
[Twinsen][0.17.36] Lowering Frequency on the map generator leads to excessively small starting area ore patches
Title says most of it. When reducing Frequency of ore in the map generator, starting ore patches are proportionally reduced in Richness.
That leads to excessively small starting ore patches when reducing both Richness and Frequency, but increasing Size.
That leads to excessively small starting ore patches when reducing both Richness and Frequency, but increasing Size.
- Mon May 06, 2019 9:13 am
- Forum: Implemented Suggestions
- Topic: Add "Only 1 inbound train allowed at a time" checkbox for train stops
- Replies: 24
- Views: 8613
Re: Add "Only 1 inbound train allowed at a time" checkbox for train stops
since no one will ever build 1 million trains with the same station in their schedule. I fully expect someone from this community to do that just to prove you wrong. On the topic at hand, does a station *know* how many inbound trains it has? What additional checks/calculations would be necessary? W...
- Mon May 06, 2019 9:07 am
- Forum: Technical Help
- Topic: -
- Replies: 1
- Views: 1474
Re: Feature request: Windowed fullscreen behavior
Factorio does use Fullscreen/Borderless window.
There's a graphics setting called 'Minimise on focus loss' that sets Factorio to be minimised regardless. It's something I haven't seen any other game use, maybe it's checked for you?
There's a graphics setting called 'Minimise on focus loss' that sets Factorio to be minimised regardless. It's something I haven't seen any other game use, maybe it's checked for you?
- Sun May 05, 2019 9:27 am
- Forum: Duplicates
- Topic: [0.17.36] Refinery 'leaks' crude oil out of the input
- Replies: 4
- Views: 2702
Re: [0.17.36] Refinery 'leaks' crude oil out of the input
As soon as you connect the second pipe network, it is confirmed as a crude oil pipe internally, since mixing fluids is no longer permitted. When I tried a similar setup, I was not able to connect the second pipe, which already had water in it, to a crude oil input. I'm not sure if this is intended w...
- Sun May 05, 2019 9:04 am
- Forum: Pending
- Topic: [0.17.36] Tooltip stuck in the map gen window
- Replies: 1
- Views: 988
[0.17.36] Tooltip stuck in the map gen window
See attached image: A 100% tooltip got stuck in the Window when fiddling around with the bars and base settings. It would not disappear in that instance, but I don't exactly know how to reproduce it either. I *believe* it happened while it was still attached to the cursor when I opened the dropdown ...
- Sat May 04, 2019 11:27 am
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 7521
Re: It can also be used to mine any kind of path
Afaik, picking up *anything* manually in the world of Factorio is called mining, for the consistency of language. It may sound odd at first, but it's correct.
When using bots, it would be called deconstruction. As such, you also *build* tiles, you don't *place* them.
When using bots, it would be called deconstruction. As such, you also *build* tiles, you don't *place* them.
- Sat May 04, 2019 11:19 am
- Forum: Ideas and Suggestions
- Topic: Major uranium ore sink
- Replies: 19
- Views: 6952
Re: Major uranium ore sink
Same thing was true for stone before the science changes in 0.17. I support the idea to make uranium be used in a science recipe.
- Sat May 04, 2019 11:14 am
- Forum: Balancing
- Topic: Early massive biter attack
- Replies: 27
- Views: 15371
Re: Early massive biter attack
I actually liked being attacked by 30 or 40 small biters as a first attack on a new map. I had to load the latest autosave, build an SMG and 2 turrets, which were subsequently lost during the attack, and actually fight for my life. Getting attacked by swarms of 2 or 4 or maybe 6 feels more like an a...
- Sat May 04, 2019 9:50 am
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 76
- Views: 78989
Re: How did you discover Factorio?
Some friend, I don't recall exactly, introduced me during 0.10 or 0.11.
Intermittently stopped playing and got back into it, every other version.
Intermittently stopped playing and got back into it, every other version.
- Fri May 03, 2019 5:59 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 62303
- Fri May 03, 2019 4:44 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 62303
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
It's still very difficult to notice destroyed belt tiles under a fully backed up belt. Maybe this could also be addressed with the remnants update?
- Wed May 01, 2019 10:20 am
- Forum: Technical Help
- Topic: [0.17.34] Blurry image when walking, stutter, odd frametimes
- Replies: 5
- Views: 2218
Re: [0.17.34] Blurry image when walking, stutter, odd frametimes
Added log files