My response:
You are wasting uranium in the left bottom nuclear power plant. You need heatpipes connected to heat exchanger
Search found 14 matches
- Fri Mar 30, 2018 3:17 pm
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 45695
- Tue Mar 13, 2018 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Sent Train to Station form Train stop Menu
- Replies: 2
- Views: 1597
Sent Train to Station form Train stop Menu
It would be nice to be able to send trains directly to a station when I open the train stop menu using ctrl + left mouse click. I often want to hop on a train to get back from e.g. outposts. And when no train is there currently if have to select a train from the station menu search for the train sto...
- Mon Feb 05, 2018 6:24 pm
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 22470
Re: Rocket launches even when output slot is full
This problem is very easily resolved with a trivial circuit network and some buffer chests. I do not see a problem with the current behaviour. The behavior is a problem as it differs from the behavior of other assamblers mainly stopping production if output is full. I would be happy, if there would...
- Tue Jan 23, 2018 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.17] Crash with 16.16 save on: "Commander::callForHelp" MR
- Replies: 37
- Views: 23517
Re: [0.16.17] Crash one minute after loading save from 0.16.16
I think crashes might be related to biters and cliffs. ... Until I wander out near a biter nest. The biters get agro and start toward me... I get ready to defend myself, a biter finds a cliff.... FREEZE... CRASH. My crash appeared near a biter which was directly next to a cliff. 0.001 2018-01-23 03...
- Sun Jan 21, 2018 2:28 am
- Forum: Not a bug
- Topic: Rocket launches even when output slot is full
- Replies: 37
- Views: 22470
Re: Rocket launches even when output slot is full
After 100 rocket starts I always thought my bottleneck with science was rocket science. But I just figured out that it was blue science -.- As I did not know of this behavior I don't know ho many rockets I wastefully send to space. I never read anything about this behavior in any blogpost or tutoria...
- Sat Jan 13, 2018 3:53 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424576
Re: Friday Facts #225 - Bots versus belts (part 2)
I think an easy not game breaking debuff is to make charging take longer. Or even make the Roboport discharge over time if it is used constantly. Like getting overheated and then reduce loading speed. And If not used it would automatically recharge itself. This way you allow fast loading unloading a...
- Thu Jan 11, 2018 2:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.16] Ghost Solar panel showing power output
- Replies: 1
- Views: 2538
[Rseding91] [16.16] Ghost Solar panel showing power output
A ghost solar panels shows an power output. This is confusing as it is not producing any power (I hope).
- Thu Jan 04, 2018 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [16.13]Electric network info bug
- Replies: 4
- Views: 4173
Re: [16.13]Electric network info bug
I can confirm this behavior in my own savegame for the 1 and 10 min electric network info.
- Thu Dec 14, 2017 10:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 65052
Re: [0.16.0] Sideloading is broken
Even when at first it's sideloading everything "correctly" because of the build order, it can still break after a while even though nothing changes. This unpredictable behavior is frustrating. I don't know why side loading should not compress the belt. The only (half) valid reason for me ...
- Wed Dec 13, 2017 6:19 pm
- Forum: Duplicates
- Topic: [16.0][kubuntu] Freez on Start when loading mod core
- Replies: 1
- Views: 1249
[16.0][kubuntu] Freez on Start when loading mod core
When Starting the game it freezes at "loading mod core..." 0.000 2017-12-13 19:09:05; Factorio 0.16.0 (build 34159, linux64, alpha) 3.744 Operating system: Linux (Ubuntu 17.10) 3.744 Program arguments: "./factorio" 3.744 Read data path: /tmp/factorio/factorio/data 3.744 Write dat...
- Sat Oct 14, 2017 2:24 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 70818
Re: Friday Facts #212 - The GUI update (Part 1)
Nice plans. Just one thing the condition is called "Item count" but then you just display the text "Cargo:" this could be confusing for new players. Maybe change the Condition to: "Cargo item count". So nobody is confused what Item counts mean. And maybe change "Wa...
- Fri Sep 01, 2017 8:48 pm
- Forum: News
- Topic: Friday Facts #206 - Workflow optimisation
- Replies: 84
- Views: 43494
Re: Friday Facts #206 - Workflow optimisation
The white poles at the top front of the pumpjack look wired shouldn't there be a rope and not a pole like in this video: https://youtu.be/GQJWcp8EcrE?t=13s
- Fri Aug 18, 2017 8:52 pm
- Forum: Not a bug
- Topic: [0.12.29+][Linux] Factorio kills KWin Desktop setup
- Replies: 7
- Views: 3050
Re: [0.12.29+][Linux] Factorio kills KWin Desktop setup
Since 15.33 I have this bug again (it worked for me before).
@bohne2k7 did you open a kwin issue?
@bohne2k7 did you open a kwin issue?
- Sun Jul 31, 2016 7:56 pm
- Forum: Technical Help
- Topic: Hich CPU Load already in Menu
- Replies: 0
- Views: 815
Hich CPU Load already in Menu
Hey when i start factorio I already have at the menu screen a cpu load of 100% for one core. I am having a AMD Phenom II X6 1055T processor with 3,2 GHz. How can this be to slow for standard Menu screen without even loading a game? My graphics card is a AMD Radeon HD 5700 with 1GB ram. I am running ...