Search found 28 matches
- Wed Jan 22, 2025 2:59 am
- Forum: Ideas and Suggestions
- Topic: Option to harvest damaged trees only for agricultural tower
- Replies: 0
- Views: 235
Option to harvest damaged trees only for agricultural tower
I would like to use agricultural towers for decoration purposes and to clean up pollution at my Nauvis base. Therefore, I need a way to harvest dead trees only to keep pollution consumption levels at maximum without producing too many logs as a byproduct, and fields of full grown trees looks much ...
- Mon Dec 23, 2024 3:03 pm
- Forum: Not a bug
- Topic: Working pump doesn't fill fluid tank to its limit.
- Replies: 6
- Views: 954
Re: Working pump doesn't fill fluid tank to its limit.
I've tried to reproduce it. It happened when the pipeline exceeded total volume of 45300. Below that the tank filled to 25000, above that only to 24999.
I would say it's due to how fluid system works plus rounding.
The output rate limit is particularly interesting because it makes the fluids ...
- Mon Dec 23, 2024 1:16 pm
- Forum: Not a bug
- Topic: Working pump doesn't fill fluid tank to its limit.
- Replies: 6
- Views: 954
Re: Working pump doesn't fill fluid tank to its limit.
Sorry for possible offtopic, but regardless it being bug or not, it's unreliable to assume full tank to contain exactly 25000 when it's constantly consumed from the other side. The exact value will only work if adding to the tank is computed exactly after all subtractions from it, or if ...
- Mon Dec 23, 2024 8:47 am
- Forum: Not a bug
- Topic: Working pump doesn't fill fluid tank to its limit.
- Replies: 6
- Views: 954
Working pump doesn't fill fluid tank to its limit.
We got 2 tanks with light oil on top and 1 wired fluid tank on the bottom and there's a working pump between them. So the wired tank supposed to be filled up to 25k and circuit networks should've show me 25k on a wire, but that's not happening. Instead of that I got 24999 on a wire and 25k in the ...
- Sun Dec 22, 2024 7:55 pm
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Re: Mismatch of liquid levels in the fluid tank and in the circuit network
https://forums.factorio.com/81545
The whole issue is not about inaccurate values. There's a working pump that can't fill that last 1 unit of fluid, have no idea why.
The whole issue is about "Mismatch of liquid levels in the fluid tank and in the circuit network" if you want to report a ...
- Sun Dec 22, 2024 7:44 pm
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
- Sun Dec 22, 2024 7:16 pm
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
- Sun Dec 22, 2024 11:42 am
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Re: Mismatch of liquid levels in the fluid tank and in the circuit network
That's the newest version of the game
The number would help, if a dev read this and other versions have been released in between, wether it's the [stable] or [experimental], there's this guide in case : https://forums.factorio.com/3638
So I could add new pump, but I don't like the fact that ...
- Sun Dec 22, 2024 11:26 am
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Re: Mismatch of liquid levels in the fluid tank and in the circuit network
I reused this design 20 times in differen places. Most of the times there's no such mismatch and fluid tank filling properly using other 2 tanks as source through working pump. But for some reason at unknown moment fluid tank starts lying about fluid level. And there's already a working pump ...
- Sun Dec 22, 2024 11:11 am
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Re: Mismatch of liquid levels in the fluid tank and in the circuit network
I reused this design 20 times in differen places. Most of the times there's no such mismatch and fluid tank filling properly using other 2 tanks as source through working pump. But for some reason at unknown moment fluid tank starts lying about fluid level. And there's already a working pump ...
- Sun Dec 22, 2024 10:32 am
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Re: Mismatch of liquid levels in the fluid tank and in the circuit network
notreallyfull.jpg
You can see that the tank is not exactly full in the tooltip too
I think you are confused by the fact that fluid can have quantity like 24999.999998 but the game will not show this. It can either show 25K in tooltips when it's rounded or 24999 for circuits when it's truncated ...
- Sun Dec 22, 2024 10:28 am
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Re: Mismatch of liquid levels in the fluid tank and in the circuit network
Nope, on practicing the best option in my case is A not equal to 25000
- Sun Dec 22, 2024 9:16 am
- Forum: Duplicates
- Topic: Mismatch of liquid levels in the fluid tank and in the circuit network
- Replies: 15
- Views: 818
Mismatch of liquid levels in the fluid tank and in the circuit network
Fluid tank contains 25000 units, but circuit network shows that tank contains only 24999 units, such mismatch breaks my logic system. Pump is online but it can't fill fluid tank more than 25000.
- Sun Mar 10, 2019 10:22 am
- Forum: Ideas and Suggestions
- Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
- Replies: 44
- Views: 15411
Thoughts about fuel
I am was very surprised finding this point in change list of 0.17: "Chests and wooden power poles are no longer usable as fuel." I have no found any explaining why it was have to do, only reason that I found it is possible problems with burner efficiency, but its not really convincingly. I'll be ...
- Sun Mar 03, 2019 11:40 am
- Forum: Gameplay Help
- Topic: How to disable "ghost-cursor" icon?
- Replies: 0
- Views: 920
How to disable "ghost-cursor" icon?
The only way that I found it's just replacing original png file with empty one. But there is no setting which allow me to hide this icon in game.
- Sat Jul 28, 2018 3:35 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 39281
Re: Friday Facts #253 - Fans & Fun
Why walls so bright, white and clean, seriously, stone bricks are grey and walls are white? 100% non-falling into the game style.
- Mon Jun 05, 2017 12:18 pm
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 12670
Re: Beacons fully becomes the trash!
The best case szenario looks like this:
Beaconed machines use more energy per product then normally, but are "better"( =less pollution/product, more producitivity, faster)
but then, electricity also needs to be a non-trivial resource. The quasi-infinite nuclear power ist fine, but the solar ...
Beaconed machines use more energy per product then normally, but are "better"( =less pollution/product, more producitivity, faster)
but then, electricity also needs to be a non-trivial resource. The quasi-infinite nuclear power ist fine, but the solar ...
- Mon Jun 05, 2017 11:21 am
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 12670
Re: Beacons fully becomes the trash!
Obviously that I can make a lot of solar panels, problems is that beacons with no modules just consume electricity and giving nothing, what is really illogical and completely meaningless. There no reasons why it must consume any kind of electricity, a lot or not - it doesn't metter, it just ...
- Mon Jun 05, 2017 7:58 am
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 12670
Re: Beacons fully becomes the trash!
If the power draw of beacons bothers you just build some solar panels to offset it. After all the solar energy is wasted if not consumed by something.
Beacons should be used with speed3 and prod3 modules, as such the cost of the beacons + electricity to run them is minuscule compared with the cost ...
Beacons should be used with speed3 and prod3 modules, as such the cost of the beacons + electricity to run them is minuscule compared with the cost ...
- Mon Jun 05, 2017 7:47 am
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 12670
Re: Beacons fully becomes the trash!
I don't get why you're actually building structures and plugging them into your grid if you're still designing. Why not just ghost things until you've got it figured out?
Frankly I think you're overestimating how much people care. I could be wrong. I certainly don't. If you're building the beacon ...
Frankly I think you're overestimating how much people care. I could be wrong. I certainly don't. If you're building the beacon ...