I concur. Hil*, two posts up, does a good job of explaining the problem.
Search found 14 matches
- Tue May 26, 2020 9:12 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 35190
- Tue May 26, 2020 9:11 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 35190
Re: Version 0.18.27
I'm already used to the new icons. They're great.
I like the sound changes, and the subdued aspect of many of them. Unfortunately, opening and closing an assembler is now Incongruously harsh. I know it's been a staple sound for all these years, but it's out of place and due for a change.
I like the sound changes, and the subdued aspect of many of them. Unfortunately, opening and closing an assembler is now Incongruously harsh. I know it's been a staple sound for all these years, but it's out of place and due for a change.
- Fri Mar 15, 2019 9:32 pm
- Forum: Mods
- Topic: [Mod 1.1] Power Armor MK3
- Replies: 102
- Views: 67368
Re: [Mod 0.17] Power Armor MK3
I was looking at the mod on the portal and I see images for belt immunity and nightvision. Both of those are already in vanilla. What purpose does the versions in MK3 serve? More better? (Though not sure how more better you can get than "immunity" )
- Sun Mar 03, 2019 10:31 pm
- Forum: Duplicates
- Topic: [0.17.4] Crash when changing research
- Replies: 1
- Views: 897
Re: [0.17.4] Crash when changing research
It is repeatable. 1) Load the save; 2) Open the research screen and press X on the first of the two items in the research queue; 3) Select Artillery range increase and click Start Researching; and 4) Press ESC (not sure if that is the final straw). However, I can prevent the crash if: 1) Load the sa...
- Sun Mar 03, 2019 10:24 pm
- Forum: Duplicates
- Topic: [0.17.4] Crash when changing research
- Replies: 1
- Views: 897
[0.17.4] Crash when changing research
1) Open research;
2) Click on the X in the research queue for the current and only item;
3) Click on the new research (artillery range tech 2);
4) Click on Start Researching; and
5) BOOM.
Attached is the log file, dump, and the latest autosave (no mods).
2) Click on the X in the research queue for the current and only item;
3) Click on the new research (artillery range tech 2);
4) Click on Start Researching; and
5) BOOM.
Attached is the log file, dump, and the latest autosave (no mods).
- Fri Mar 01, 2019 10:31 pm
- Forum: Campaign / Scenario suggestions
- Topic: [Suggestion] Have computron warn when an output is full
- Replies: 1
- Views: 1325
[Suggestion] Have computron warn when an output is full
A full output could stump the new player. I actually scratched my head when an inserter wasn't inserting iron plates into the assembler even though it had no iron plates. It was because the output was full of green circuits.
- Fri Mar 01, 2019 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.4] Can not click inventory or menu buttons
- Replies: 16
- Views: 7369
[Twinsen][0.17.4] Can not click inventory or menu buttons
Hello. Unfortunately this bug report will not come with a save file as I had to CTRl-ALT-DELETE kill the Factorio process. I was doing the introductory scenario when I lost the ability to click items in my inventory nor could I click the menu buttons (ESC menu). I could click on structures. This was...
- Thu Aug 18, 2016 2:35 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 111041
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Feature Request: Alpha Nixie input for ASCII value
For instance, the BLACK signal is reserved for ASCII values. If I use a constant combinator to output BLACK=58, the the alpha nixie would display a colon (":").
For instance, the BLACK signal is reserved for ASCII values. If I use a constant combinator to output BLACK=58, the the alpha nixie would display a colon (":").
- Thu Aug 18, 2016 2:27 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 111041
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
Howdy. What's a way to get leading zeros? I have a display that outputs MM SS, composed of two sets of two numeric nixie tubes. It works great save for one niggle. When the SS < 10, there's no leading zero and it looks funny. For the MM, the lack of a leading zero is fine (and preferred). If I'm mis...
- Mon Aug 15, 2016 11:45 pm
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 215837
Re: Solar panels less of a no-brainer
Wow, so many pages. Solar power is not free as people are wont to say. There's the resources for science investment, the resources to build the panels and accumulators, and the opportunity cost for not using the resources for other things. Solar power's more like an investment that may (probably) pa...
- Fri Aug 12, 2016 3:39 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 93264
Re: Friday facts #151 - The plans for 0.14
Heck, forget launching it into space. My words are backed by NUCLEAR WEAPONS! Dirty bomb those stinking aliens. Exploded nuclear weapons and waste should push the evolution factor. To that end, I think in the "conventional" game, the evolution factor can only go to 100%, and weaponizing nu...
- Thu Aug 04, 2016 8:55 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465205
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.5
Thanks to both of you for your information. Where is that tuning knob at in the config files (and which mod)? I want to knock it back down to probably 1x. I don't mind the increased challenge, but I don't want to rush my factory to compensate for it.
- Thu Aug 04, 2016 6:09 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465205
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.5
I have a question about: Pollution Evolution Factor 2.5x vanilla Does this only come into play if an alien nest is polluted? I ask because I've currently been plodding along without pollution overlapping any alien colonies (only one is visible on radar and it's far away) and my evolution factor is j...
- Mon Aug 01, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317095
Observations after ~20 hours of play
Howdy. I really like the mod. I'm looking forward to trying it with Natural Evolution as I've never played with that mod, but since Terminators are OP as eff... :) I wanted to offer my anecdotal feedback after playing with Robot Army for about 20 hours--from start to game finish. In no particular or...