Search found 255 matches
- Thu Sep 19, 2019 5:30 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 25909
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
So that means that that in this case, the two outside (built) underground pipes would be connected, even though they should have different content. Is that what you meant to do? the answer is no. let me walk through what i invision. 1. you have your setup you picture. no pipes are connected to both...
- Thu Sep 19, 2019 3:55 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 25909
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
@Dominik can you just prevent underground pipes from filling until they are connected on both sides? if one side is disconnected, have them destroy their current content? How would that help if the straight pipes and tanks get filled? every example i saw of evil bob breaking the current anti-mix me...
- Thu Sep 19, 2019 2:55 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 25909
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
@Dominik
can you just prevent underground pipes from filling until they are connected on both sides?
if one side is disconnected, have them destroy their current content?
can you just prevent underground pipes from filling until they are connected on both sides?
if one side is disconnected, have them destroy their current content?
- Fri Jul 05, 2019 12:03 am
- Forum: Resolved Problems and Bugs
- Topic: [updating to 17.54]
- Replies: 4
- Views: 802
[updating to 17.54]
6.784 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reprodu...
- Mon Jul 01, 2019 5:50 pm
- Forum: General discussion
- Topic: Biters .Are they natives of the planet ?
- Replies: 8
- Views: 1518
Re: Biters .Are they natives of the planet ?
- Mon Jul 01, 2019 5:16 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 11474
Re: Friday Facts #301 - Crash site: First state
rseding i love that you love to fix bugs, and im sure alot of folks here appreciate it as well, keep up the good work! so. much. this. I cant tell you how many games i have played by people that loved creating the games, but had no one to help them debug and optimize, so they floundered. every time...
- Tue Jun 18, 2019 7:32 pm
- Forum: General discussion
- Topic: Understanding pipe capacity - important for large scale refineries
- Replies: 12
- Views: 9048
Re: Understanding pipe capacity - important for large scale refineries
whats not in that table is pipe to pump. this is the part i have the most issues with. do inline pumps help? whats the math for it?
- Tue Jun 18, 2019 5:19 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 12198
Re: Friday Facts #299 - Everything is more complex than expected
So just to get that straight... You're saying a train can enter a block that it has reserved itself? So that would mean that if Block 2 in the example would be accessible to the train by a long right-turn it would be possible for the train (provided it is long enough) to bite it's own tail? To me i...
- Sat Jun 08, 2019 5:16 pm
- Forum: Not a bug
- Topic: [0.17.38] Items disappear when picking up assembling machine
- Replies: 17
- Views: 2258
Re: [0.17.38] Items disappear when picking up assembling machine
one of my favorite quotes from Legion: "you ever try to unmake soup?"
- Sat Jun 08, 2019 4:54 pm
- Forum: Releases
- Topic: Version 0.17.46
- Replies: 11
- Views: 6618
Re: Version 0.17.46
The Map Editor - resources - paint and spray options will show the non-infinite ore count next to the cursor. This isnt working for oil. I'd also like to see the per tile value. (ie whats under my cursor show on the right like it used to) oil still paints faster if you use a larger brush per spot, ...
- Thu May 02, 2019 10:46 pm
- Forum: Minor issues
- Topic: [0.17.35]minor issue, robot charging sparks layer under trees
- Replies: 0
- Views: 186
[0.17.35]minor issue, robot charging sparks layer under trees
if you are in a forest, robots fly over the trees, but when they are charging, the sparks that show they are charging are drawn under the trees instead of over them with the robots.
- Tue Apr 30, 2019 1:05 am
- Forum: General discussion
- Topic: Implementation of experimental elements in the stable version "Research ". n .
- Replies: 3
- Views: 615
Re: Implementation of experimental elements in the stable version "Research ". n .
Could not a game component like research formulas be migrated to the stable version of the game ? With mod adjustment to the change ? That's exactly what they are doing, but each change is not modular or self contained, so when 17 becomes stable you get it all at once. That way they don't have to r...
- Tue Apr 30, 2019 12:54 am
- Forum: General discussion
- Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
- Replies: 23
- Views: 2105
Re: Stack inserter bug, flawed design or is the current behavior the best possible?
I'm happy with the current method. If you are trying to load a single car with lots of different things, learn to chain several stations together in a short space to load the one train car. A train does not have to clear it's current station to stop at another, so you can have stations engines + car...
- Mon Apr 29, 2019 8:33 pm
- Forum: General discussion
- Topic: When do YOU give up and start fresh?
- Replies: 33
- Views: 6932
Re: When do YOU give up and start fresh?
I restart when I make significant mod changes.
Also restart when I get bored.
I play on custom made maps, so each is different in point and theme. Been trying to work with trains and main bus, I normally do spaghetti
Also restart when I get bored.
I play on custom made maps, so each is different in point and theme. Been trying to work with trains and main bus, I normally do spaghetti
- Mon Apr 29, 2019 8:16 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 41505
Re: [0.17] Please post bugs and balance issues here.
I don't know enough about the works to say. I also need to let this run for about an hour and check again to make sure it's not residual heat. I was testing with it for about ~5 min at a shot, but read some place else that someone had nuclear take about 20 min to settle. EDIT: i let it settle over t...
- Mon Apr 29, 2019 5:42 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 41505
Re: [0.17] Please post bugs and balance issues here.
possible bug, or me not understanding bob's power: 0.17.34, bobs power 0.17.4 doing a nuclear setup, with 2x10 reactors. this should net me 40mw x3 x4 = 480mw from the 4 end reactors, and 40mw x4 x16 = 2,560mw for the 16 middle reactors, total 3,040mw. Heat Exchanger MK3 consume 18mw. 3040/18 = 168....
- Sat Mar 30, 2019 3:50 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 41505
Re: [0.17] Please post bugs and balance issues here.
cross posting this here, also posted on the big-bags mod thread: mod conflict with factorio version 17.23 and bob's logsitics 17.5 and big bags 1.0.30. something about "factorio failed to load mods technology worker-robots-storage infinite research followed by level 5" i believe bobs is setting work...
- Sat Mar 30, 2019 3:47 am
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 199
- Views: 78628
Re: [MOD 0.13] Big Bags - more space in your bags
mod conflict with factorio version 17.23 and bob's logsitics 17.5 and big bags 1.0.30. something about "factorio failed to load mods technology worker-robots-storage infinite research followed by level 5" i believe bobs is setting worker storage to infinite, and you are trying to extend it to 5, and...
- Thu Feb 28, 2019 6:43 pm
- Forum: Duplicates
- Topic: Fluid mixing prevention and multiple recipe setups
- Replies: 12
- Views: 705
Re: Fluid mixing prevention and multiple recipe setups
This is a bug. Already been reported Why is that a bug? The "problem" as I see it is that when you change the recipe the fluids in the chemical plant flow back out into the pipe(s) if there is space (right?). So if the water pipe connected to the light oil input is empty then it would fill with lig...
- Thu Feb 28, 2019 6:32 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 6722
Re: Not pleased with 17.1 so far...
default settings may need some tuning. so feedback on that is good. however, if you are looking for playable settings, just do a custom game and really the only thing you need to change is the default starting area, set it to the new maximum 600, and you will have plenty of time to build up before b...