I still see the behaviour on 0.17.6
I've attached the save to this reply.
You can see the behaviour when holding an inserter next to a wagon which also stands close to a station
Search found 10 matches
- Thu Mar 07, 2019 9:45 am
- Forum: Not a bug
- Topic: [0.17.3] Possible bug with interaction indication of train
- Replies: 3
- Views: 1120
- Fri Mar 01, 2019 4:13 pm
- Forum: Not a bug
- Topic: [0.17.3] Possible bug with interaction indication of train
- Replies: 3
- Views: 1120
[0.17.3] Possible bug with interaction indication of train
I'm not 100% sure if it's a bug, but at least I thought it looked a little weird.
When placing an inserter next to a wagon, two non-equal hitboxes are shown.
Obviously not game-breaking, but I would expect a single hitbox to be shown here.
See screenshot
When placing an inserter next to a wagon, two non-equal hitboxes are shown.
Obviously not game-breaking, but I would expect a single hitbox to be shown here.
See screenshot
- Fri Nov 18, 2016 2:20 pm
- Forum: Gameplay Help
- Topic: Effects of saving energy
- Replies: 4
- Views: 2416
Re: Effects of saving energy
Actually, not all electrically powered entities have a drain. E.g. electric miners don't, inserters and assemblers do. Also, you never lose energy in factorio. Meaning every piece of coal you burn in a boiler gives you exactly 4MJ of energy that is used somewhere. You'll never burn coal while you ca...
- Fri Sep 23, 2016 10:58 am
- Forum: Gameplay Help
- Topic: Beacons and power usage
- Replies: 4
- Views: 2641
Re: Beacons and power usage
Got it, thanks everyone
- Tue Sep 20, 2016 12:41 pm
- Forum: Gameplay Help
- Topic: Single Production Line Help
- Replies: 2
- Views: 1971
Re: Single Production Line Help
I think you mean something like this. http://puu.sh/rhGzr/27108de3b6.PNG Everything you need like belts, inserters, etc. needs three things: iron plates, iron gear wheels and electronic circuits. I make the gear wheels on site separately for every assembler, you could also run gear wheels together w...
- Tue Sep 20, 2016 11:48 am
- Forum: Gameplay Help
- Topic: Beacons and power usage
- Replies: 4
- Views: 2641
Beacons and power usage
How do beacons affect power usage exactly. For example, I have a beacon with speed modules in it, affecting 1 assembler. Does the power usage of the beacon increase? Does the power usage of the assembler increase? Or do both increase? Same for eff modules, but the other way around. Which power usage...
- Fri Sep 09, 2016 11:04 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Very early r/g science factories
- Replies: 24
- Views: 34615
Re: Very early r/g science factories
Did you ever try the marathon mod? It lengthens the early game/burner stage a lot
- Tue Jul 12, 2016 7:30 pm
- Forum: Gameplay Help
- Topic: Accumulator priority
- Replies: 17
- Views: 37104
Re: Accumulator priority
Yes, it works perfectly now
- Tue Jul 12, 2016 3:16 pm
- Forum: Gameplay Help
- Topic: Accumulator priority
- Replies: 17
- Views: 37104
Re: Accumulator priority
Sounds like a good idea. Will try that this evening. Thanks!
- Tue Jul 12, 2016 3:05 pm
- Forum: Gameplay Help
- Topic: Accumulator priority
- Replies: 17
- Views: 37104
Accumulator priority
Is there a way to prioritize accumulators over steam engine? I've built some solar panels + accumulators but at night, the steam engines are taking over. I'd like the accumulator charge to be used first, as to keep pollution as low as possible.