Search found 26 matches
- Mon Nov 25, 2024 2:10 am
- Forum: Gameplay Help
- Topic: Fulgora - Roboport and Batteries in Tank
- Replies: 7
- Views: 1321
Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe?
Even in the regular power grid you get some prioritisation, for example laser turrets ...
- Sun Nov 24, 2024 9:10 pm
- Forum: Gameplay Help
- Topic: Fulgora - Roboport and Batteries in Tank
- Replies: 7
- Views: 1321
Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
Thanks for the tip. Batteries do charge with nothing else in the grid, so it isn't broken.
That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe ...
That is bothersome it doesn't work like regular power grids where everything get some amount of power based on the available power.
It seems like the equipment grid delivers power as a priority queue maybe ...
- Sun Nov 24, 2024 10:15 am
- Forum: Gameplay Help
- Topic: Fulgora - Roboport and Batteries in Tank
- Replies: 7
- Views: 1321
Re: [2.0.20] Fulgora - Roboport and Batteries in Tank
I'm supposing it is a different issue, since everything work alright in the Power Armor Mk1. It doesn't supply power at all.
- Sun Nov 24, 2024 8:59 am
- Forum: Gameplay Help
- Topic: Fulgora - Roboport and Batteries in Tank
- Replies: 7
- Views: 1321
Fulgora - Roboport and Batteries in Tank
When batteries, roboports, belt immunity are placed in the tank's equipment grid, they don't appear to get any power from solar panels also placed in the grid. Shields appear to function normally though.
I've only seen this on Fulgora and I'm confused why it isn't working.
I've only seen this on Fulgora and I'm confused why it isn't working.
- Fri Aug 17, 2018 4:52 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 56461
Re: Friday Facts #256 - The little things 3
Please don't make me go backwards and use personal solar panels!
They should make personal solar panels more useful so having them in the grid is worthwhile. I personally avoid all the armor equipment until I get the reactor since personal solar panels can't keep up with the demand except for ...
They should make personal solar panels more useful so having them in the grid is worthwhile. I personally avoid all the armor equipment until I get the reactor since personal solar panels can't keep up with the demand except for ...
- Fri Jul 13, 2018 2:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1519784
Re: Bugs & FAQ
I'm getting an error when using the PetroChem mod.
Failed to load mods: Error in assignID, item with name 'solid-lime' does not exist.
Source: filter-lime (recipe).
Mods to be disabled:
- angelspetrochem.
Failed to load mods: Error in assignID, item with name 'solid-lime' does not exist.
Source: filter-lime (recipe).
Mods to be disabled:
- angelspetrochem.
- Tue Jun 19, 2018 11:22 pm
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 72639
Re: Friday Facts #247 - Pricing and its exploits
Pffft Satisfactory..... I think you guys have all missed the true competitor for Factorio.......
Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game
Now that is going to eat away Wube's market share :P :P :P :P
I broke the economy in that game using the ...
Assembly Line for iOS and Andriod.... https://www.google.com/search?q=assembly+line+game
Now that is going to eat away Wube's market share :P :P :P :P
I broke the economy in that game using the ...
- Mon Jun 11, 2018 7:14 pm
- Forum: Releases
- Topic: Version 0.16.50
- Replies: 22
- Views: 26450
Re: Version 0.16.50
"2" is the loveliest number of them all. All things should come in powers of 2.thecatlover1996 wrote:Such a nice and round version numberMerssedes wrote:(2-2).(2^(2^2)).((2+2*2*2)^2)/2
(where, as a programmer, "round" is mostly defined as having to do something with the number "2")
- Fri Mar 09, 2018 7:06 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 16334
Re: Friday Facts #233 - Wiki admin
Does there exist a public link to this Factorio discord?
- Sun Mar 04, 2018 7:29 pm
- Forum: News
- Topic: Friday Facts #232 - PAX, Bugs, Graphs
- Replies: 49
- Views: 26426
Re: Friday Facts #232 - PAX, Bugs, Graphs
I use just-in-time production for research anyway so if only one thing runs out the entire research module would grind to a halt anyway to wait up for that thing, so might as well just shut off everything then.
Could you explain what "just-in-time production" is? I haven't heard of that with ...
Could you explain what "just-in-time production" is? I haven't heard of that with ...
- Wed Jan 24, 2018 9:17 pm
- Forum: Releases
- Topic: Version 0.16.17
- Replies: 53
- Views: 33598
Re: Version 0.16.17
Can inserters now fully compress a belt? Or is that meant for a future update?
I hope this will never be re-introduced. There are mechanics for that in the game, use them.
What mechanics are you talking about that makes inserters be able to fully compress a belt, except for tick counting hacks ...
I hope this will never be re-introduced. There are mechanics for that in the game, use them.
What mechanics are you talking about that makes inserters be able to fully compress a belt, except for tick counting hacks ...
- Thu Jan 18, 2018 1:19 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 457229
Re: Friday Facts #225 - Bots versus belts (part 2)
Overall, it seems that beacons are the real problem, the only reason micro-builds are so popular is because of the beacon coverage, belts and beacons just don't go together as it currently stands.
This. And as far as there are people that view bots as cheating there are those that consider “belt ...
This. And as far as there are people that view bots as cheating there are those that consider “belt ...
- Wed Jan 17, 2018 10:46 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 457229
Re: Friday Facts #225 - Bots versus belts (part 2)
Overall, it seems that beacons are the real problem, the only reason micro-builds are so popular is because of the beacon coverage, belts and beacons just don't go together as it currently stands.
- Fri Dec 22, 2017 6:30 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 77570
Re: Version 0.16.7
Adding some thought to why the fluid wagon wasn't intuitive to have it configurable: In a 2-1 or 1-2 configuration the wagon isn't symmetrical, and I think for many players that use double headed trains, any schedule with an odd number of stops could reverse the whole direction of the train and ...
- Fri Dec 15, 2017 3:31 pm
- Forum: Releases
- Topic: Version 0.16.3
- Replies: 17
- Views: 16186
Re: Version 0.16.3
Now we wait for the FFF to drop today
Love all the ultra-fast bug fixing.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Wed Dec 13, 2017 9:05 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 120605
Re: Version 0.16.0
Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. (51247)
But I used this to mark trees to be cleared that are in fog of war. :( It will make building rail through forests more difficult.
Tanks no longer take miniscule amounts ...
But I used this to mark trees to be cleared that are in fog of war. :( It will make building rail through forests more difficult.
Tanks no longer take miniscule amounts ...
- Mon Dec 11, 2017 5:22 pm
- Forum: News
- Topic: Factorio T-shirts store now open
- Replies: 86
- Views: 77728
Re: Factorio T-shirts store now open
Where are you seeing how many are sold?
- Sat Oct 21, 2017 8:16 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 74630
Re: Friday Facts #212 - The GUI update (Part 1)
I'm sorry, I must concede you're right. I feel like that makes ORs very hard to effectively use because they operate on an unequal level to ANDs. I can't think of a programming language where ANDs and ORs are not of the same precedent.
C?
http://en.cppreference.com/w/c/language/operator ...
- Fri Oct 13, 2017 10:54 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 74630
Re: Friday Facts #212 - The GUI update (Part 1)
I like the new UI showing conditions of multiple stations. But the mock-ups show quite simple train schedules but already have so much stuff displayed. All the buttons and highlights are distracting. I hope that can be made less intrusive. Maybe by not showing all the edit controls until the player ...
- Fri Oct 13, 2017 10:43 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 74630
Re: Friday Facts #212 - The GUI update (Part 1)
Finally, I personally have always found it difficult to parse the train logic, so I am not always sure in what order the AND and OR conditionals apply. It may be useful to add parenthesis type conditionals or something to make it easier to read.
It doesn't solve the issue of it not being ...
It doesn't solve the issue of it not being ...