If you copy a portion of a base that contains a "covered" or partially covered offshore pump, sometimes called a "Well Pump", on Aquilo, you get inconsistent or errors.
If you try to copy it "With Tiles", you get an immediate error about "Blueprint has tile buildability inconsistency" error ...
Search found 25 matches
- Thu Apr 30, 2026 5:22 pm
- Forum: Duplicates
- Topic: [2.0.76] Copying content with covered / half-covered offshore pumps cause inconsistent blueprint errors
- Replies: 1
- Views: 319
- Mon Nov 30, 2020 9:45 pm
- Forum: Ideas and Suggestions
- Topic: Placing underground ghosts rotates 180 and cannot be dragged "sideways"
- Replies: 1
- Views: 1504
Placing underground ghosts rotates 180 and cannot be dragged "sideways"
TL;DR
The new rotation of underground belt ghosts on placement sucks bad...
What ?
Please add an option to disable rotation of underground belts/pipes upon placing. Preferably by dropdown with "Rotate always", "Rotate when placing normally", "Rotate when placing ghost" and "Never Rotate".
This ...
The new rotation of underground belt ghosts on placement sucks bad...
What ?
Please add an option to disable rotation of underground belts/pipes upon placing. Preferably by dropdown with "Rotate always", "Rotate when placing normally", "Rotate when placing ghost" and "Never Rotate".
This ...
- Mon Nov 30, 2020 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Weapon/ammo readout position
- Replies: 6
- Views: 3452
Re: Weapon/ammo readout position
A dropdown for an option would be nice, maybe "Left, Center Left, Center Right, Right"?
- Mon Nov 30, 2020 9:12 pm
- Forum: Not a bug
- Topic: Placing underground ghosts rotates 180...
- Replies: 6
- Views: 3465
Re: Placing underground ghosts rotates 180...
Well, since the thread is already created, and I do not feel like cross/double posting. A mod can move it to feature request if need be.
- Mon Nov 30, 2020 9:02 pm
- Forum: Not a bug
- Topic: Placing underground ghosts rotates 180...
- Replies: 6
- Views: 3465
Re: Placing underground ghosts rotates 180...
I would say its both a bug and a feature request. Since the "Lock Belt Building To Straight Line"-option has forgotten about underground belts.
- Mon Nov 30, 2020 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Weapon/ammo readout position
- Replies: 6
- Views: 3452
Weapon/ammo readout position
Hello,
I noticed that after upgrading to 1.1.1, the ammo/weapon thingie has suddenly moved to the left side. I'm right handed and have played this game for a significant amount of time. I'm simply more used to and more comfortable with having it on the right side.
Please add an option to choose ...
I noticed that after upgrading to 1.1.1, the ammo/weapon thingie has suddenly moved to the left side. I'm right handed and have played this game for a significant amount of time. I'm simply more used to and more comfortable with having it on the right side.
Please add an option to choose ...
- Mon Nov 30, 2020 8:34 pm
- Forum: Not a bug
- Topic: Placing underground ghosts rotates 180...
- Replies: 6
- Views: 3465
Placing underground ghosts rotates 180...
Hi,
After upgrading to 1.1.1, I'm VERY disappointed in a lot of new changes.
This thread being specifically for the shift-place on underground belts, since placing a long line of belts facing the same direction have now become seriously more tedious. Previously (and by that I mean, during my 3000 ...
After upgrading to 1.1.1, I'm VERY disappointed in a lot of new changes.
This thread being specifically for the shift-place on underground belts, since placing a long line of belts facing the same direction have now become seriously more tedious. Previously (and by that I mean, during my 3000 ...
- Sat Mar 21, 2020 6:56 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 209604
Re: [MOD 0.18] KRASTORIO^2
I've been playing Krastorio 2 for a while now with a friends. And since I'm used to them, I also have a bunch of other mods, for example Merging Chests and LTN. And everything has been going fine.
Tho, Just now I noticed a bit of a weird thing.
Lets just post the basics values:
Wood Chest 1x1 ...
Tho, Just now I noticed a bit of a weird thing.
Lets just post the basics values:
Wood Chest 1x1 ...
- Thu Oct 03, 2019 8:07 am
- Forum: Duplicates
- Topic: [0.17.69] Lamps and Ultra Wide resolutions
- Replies: 10
- Views: 5692
Re: [0.17.69] Lamps and Ultra Wide resolutions
Perhaps a duplicate, but linked post is stated as resolved. Feel free to merge if needed.
- Wed Oct 02, 2019 10:03 pm
- Forum: Duplicates
- Topic: [0.17.69] Lamps and Ultra Wide resolutions
- Replies: 10
- Views: 5692
[0.17.69] Lamps and Ultra Wide resolutions
Hi,
This is a minor bug, but yet a bug. When moving away from a light source with large radius, the light stops rendering on Ultra Wide resolutions (not tested on non-UW). See screenshots. There is nothing turning on or off the lights, they are just normal day-night-cycling lamps.
Factorio-lamp-bug ...
This is a minor bug, but yet a bug. When moving away from a light source with large radius, the light stops rendering on Ultra Wide resolutions (not tested on non-UW). See screenshots. There is nothing turning on or off the lights, they are just normal day-night-cycling lamps.
Factorio-lamp-bug ...
- Sun Aug 04, 2019 8:32 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 177399
Re: [MOD 0.16] Realistic Reactors
Hi,
I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste.
Please look into this.
//Regards
Thank you for the input. Apparently, something is not compatible between bob's revamp ...
- Sun Aug 04, 2019 4:46 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 177399
Re: [MOD 0.16] Realistic Reactors
Hi,
I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste.
Please look into this.
//Regards
I just noticed a bug when running Realistic Nuclear together with Bobs. When burning Thorium (thats as far as I've gotten), I still get Used Uranium Fuel Cell as a waste.
Please look into this.
//Regards
- Sat Jun 08, 2019 7:50 am
- Forum: Pending
- Topic: [0.17.47] Belt issues after last update
- Replies: 3
- Views: 2257
[0.17.47] Belt issues after last update
Hi,
After your recent patch to version 0.17.47 I had to also update my mods, which I do not do very often. But this time, a lot of issues came about since bob's a few mods reset its settings, again. Bob's mods and LTN is the ones I have clearly noticed.
One of the issues that came about was that ...
After your recent patch to version 0.17.47 I had to also update my mods, which I do not do very often. But this time, a lot of issues came about since bob's a few mods reset its settings, again. Bob's mods and LTN is the ones I have clearly noticed.
One of the issues that came about was that ...
- Sun Mar 10, 2019 4:46 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 256612
Re: [0.17] Please post bugs and balance issues here.
Happens when I die, 2nd time now.
- Sun Mar 03, 2019 12:21 pm
- Forum: Not a bug
- Topic: [0.17.4] Locked cargo space considered full for train conditions
- Replies: 5
- Views: 2660
Re: [0.17.4] Locked cargo space considered full for train conditions
Weird, after re-adding the rule, it works correct again...
- Sun Mar 03, 2019 12:21 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 77377
Re: [MOD 0.16] Realistic Electric Trains
Will this be updated for .17?
- Sat Mar 02, 2019 2:17 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 177399
Re: [MOD 0.16] Realistic Reactors
Hm... Is there any way to read energy usage? Like in actually produced energy?
Lets say I make a multi stage reactor.
"Section x[ Activation when energy usage > 80%, deactivation power usage < 100%/active section ]"
Lets say I make a multi stage reactor.
"Section x[ Activation when energy usage > 80%, deactivation power usage < 100%/active section ]"
- Sat Mar 02, 2019 11:17 am
- Forum: Not a bug
- Topic: [0.17.4] Locked cargo space considered full for train conditions
- Replies: 5
- Views: 2660
[0.17.4] Locked cargo space considered full for train conditions
Hi,
Full cargo is not working as before. It no longer cares for disabled spaces.
Please fix
//Kind regards
Full cargo is not working as before. It no longer cares for disabled spaces.
Please fix
//Kind regards
- Fri Mar 01, 2019 10:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 177399
Re: [MOD 0.16] Realistic Reactors
I have installed it, but cant test yet, waiting for some final mods to get patches first. MergerChests is taking its time, w/o it, my LTN breaks.
- Fri Mar 01, 2019 1:53 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 177399
Re: [MOD 0.16] Realistic Reactors
I'll simply look forward to the release then. Thank you kindly for your work and good luck 