Steps to reproduce:
- screenshot preview of a default map with seed 3055637509
- start game and go a few chunks south west
- observe missing biters in comparison with the preview screenshot
Search found 32 matches
- Wed Oct 30, 2024 7:15 pm
- Forum: Not a bug
- Topic: [2.0.13] Missing biter nests
- Replies: 2
- Views: 126
- Wed Oct 23, 2024 9:59 pm
- Forum: Duplicates
- Topic: [2.0.10] Mouse buttons 4 and 5 etc. do nothing when assigned to certain actions
- Replies: 2
- Views: 143
[2.0.10] Mouse buttons 4 and 5 etc. do nothing when assigned to certain actions
Steps to reproduce: - assign "Mouse button 4" or "Mouse button 5" to "Shoot selected", "Drop item" or "Pick up item"; - try to execute a corresponding action. Notes: - "Mouse button N" works, for example, to open/close inventory; - "Sh...
- Wed Oct 23, 2024 1:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.9] Mismatch between price multiplier and settings reset button
- Replies: 2
- Views: 803
[boskid][2.0.9] Mismatch between price multiplier and settings reset button
Hi, in vanilla game the state of price multiplier is not reflected by the state of settings reset button.
Moreover, where is the "Expensive Recipes" option? Is this a bug or am I missing something?
Moreover, where is the "Expensive Recipes" option? Is this a bug or am I missing something?
- Thu Nov 30, 2023 11:29 am
- Forum: Duplicates
- Topic: [1.1.99] Segmentation fault when exiting the game
- Replies: 1
- Views: 440
[1.1.99] Segmentation fault when exiting the game
Yay! My first Factorio crash! Here is what I did: - played for an hour or so; - manually saved the game; - quit to main menu; - press "Exit" button; - got an error suggesting to post the log file on forum (see attached). I was unable to reproduce this error. Mods used: - Alien Biomes (+HD ...
- Mon Nov 06, 2023 9:42 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 50399
Re: Friday Facts #382 - Logistic groups
I would like to express a bit of criticism of the planned changes as a long-term Factorio player. The main issue is that the vanilla game is already quite complex for an average gamer. Thus, adding new compulsory mechanics such as recycling and building space platforms does not make it any simpler. ...
- Sun Jan 24, 2021 1:00 am
- Forum: Not a bug
- Topic: [1.1.14] Oil pump can drain oil into void
- Replies: 3
- Views: 1272
[1.1.14] Oil pump can drain oil into void
I've got following setup on the picture. By mistake I connected oil pump to the inactive input of the refinery. Oil pump works fine, but oil is gone - probably spilling onto the landscape. How to replicate: 1. Place pump 2. Place refinery as shown on the picture 3. Select basic oil processing recipe...
- Wed May 27, 2020 3:35 pm
- Forum: Not a bug
- Topic: [0.18.27] Icons are blurry on 100% scale
- Replies: 6
- Views: 2243
Re: [0.18.27] Icons are blurry on 100% scale
There is no best solution to this problem. The issue is that when you rescale a highly detailed graphic image to 50% size, some details are lost inevitably. You can slightly compensate this by increasing contrast, but it may distort edges or smooth parts of an image. In this particular case the prob...
- Thu Nov 14, 2019 8:02 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 84575
Re: Friday Facts #320 - Color correction
The map? Better, but still not great. While the updated color schema makes it easier to distinguish biomes in the first place, you should really give something else a try. Flat color next to flat color is just stressful on the eyes, especially if the only difference between biomes is on chroma. I a...
- Fri Nov 08, 2019 9:10 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 84575
Re: Friday Facts #320 - Color correction
No, no, please, no! Not this way. This is too much sparkling stuff. 1) Some people including me prefer to play in the dark or at night. These bright colours will put extra stress on the eyes. Please consider that many players also spend hours and hours at Factorio without even noticing their fatigue...
- Sun Sep 08, 2019 6:31 pm
- Forum: Not a bug
- Topic: [0.17.68] Biters vs obstacles
- Replies: 5
- Views: 2222
Re: [0.17.68] Biters vs obstacles
Here is a save at this exact point before attack. Let me know if you need an earlier one.
- Sun Sep 08, 2019 6:19 pm
- Forum: Not a bug
- Topic: [0.17.68] Biters vs obstacles
- Replies: 5
- Views: 2222
[0.17.68] Biters vs obstacles
I have seen this wired biters' behaviour for a while, but wasn't sure if it's a bug. Anyway, when a sufficiently large biter attack convoy meets an obstacle, its units just go crazy and loose a sense of direction instead of calmly going around it. I've attaches some pictures, which illustrate the is...
- Fri Aug 02, 2019 7:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.61 Demo][fixed] Reproducible crash when biters eat my base
- Replies: 1
- Views: 963
[abregado][0.17.61 Demo][fixed] Reproducible crash when biters eat my base
Hi guys, I've just downloaded a free demo and got a consistent crash. See screenshot and save attached.
How to reproduce: install free demo, load save and go straight to compilatron, watch the scene of biters eating the base and crash:
How to reproduce: install free demo, load save and go straight to compilatron, watch the scene of biters eating the base and crash:
- Sat Jun 15, 2019 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.49] Biters not attacking at the same frequency after patch
- Replies: 6
- Views: 5709
Re: [0.17.49] Biters not attacking at the same frequency after patch
I have the same problem with my vanilla game. I have only non-game changing Bootleneck, Vehicle Snap and Bullet Trails mods installed. Biters hardly ever attack my base. Here is statistics: biters_stats.jpg There is clearly plenty of pollution: attacks_direction.jpg Here is how biter attacks look li...
- Sat May 11, 2019 9:15 am
- Forum: Not a bug
- Topic: [0.17.38] Items disappear when picking up assembling machine
- Replies: 17
- Views: 6744
[0.17.38] Items disappear when picking up assembling machine
When I cancel crafting in an assembling machine by picking it up, it doesn't return items invested into crafting, which used to be the case in 0.16. I wonder if it's a bug or intended behaviour, but I didn't find stuff like this in the release notes. It would be nice to have the old behaviour back. ...
- Sat Aug 04, 2018 1:34 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92505
Re: Friday Facts #254 - No research queue for you
Queue has a great chance to be a powerful tool in a game like Factorio. It can have some features unlockable throughout the game (e.g. length), until in the late game it can be very useful for infinite research (e.g. advanced scheduling of different techs). It will be great option for speed runners ...
- Mon Feb 19, 2018 9:26 am
- Forum: Not a bug
- Topic: [0.16.24] Train refueling issue
- Replies: 10
- Views: 4335
Re: [0.16.24] Train refueling issue
I also thought that it might be the case, otherwise there is no way inserter did not have time to put a single piece of wood there.cbhj1 wrote:One question that does pop to mind is whether the wood was delivered to the chest before or after this stall.
- Mon Feb 19, 2018 9:23 am
- Forum: Not a bug
- Topic: [0.16.24] Train refueling issue
- Replies: 10
- Views: 4335
Re: [0.16.24] Train refueling issue
Here is the save with this situation:
- Sun Feb 18, 2018 10:46 pm
- Forum: Not a bug
- Topic: [0.16.24] Train refueling issue
- Replies: 10
- Views: 4335
[0.16.24] Train refueling issue
I'm not sure if it's a bug or intended behaviour. Here is the situation. Despite the fact that there is wood in the chest, the locomotive can no longer be refueled in automatic mode. I don't know exactly how this situation occured as I did not observe it beforehand. Presumably, the doube-headed trai...
- Tue Jan 30, 2018 9:09 pm
- Forum: Not a bug
- Topic: [0.16.20] Robots not building over trees
- Replies: 4
- Views: 1925
Re: [0.16.20] Robots not building over trees
OK, I found the problem - part of the construction orders was assigned to another ground-based roboport network with robots flying from a mile away. I wish there was an easier way to spot this.
- Tue Jan 30, 2018 8:40 pm
- Forum: Not a bug
- Topic: [0.16.20] Robots not building over trees
- Replies: 4
- Views: 1925
Re: [0.16.20] Robots not building over trees
I'm sorry but I don't get it - there are 100 robots in the inventory doing nothing:Rseding91 wrote:You need more robots so they can deconstruct the trees.
The other robots are waiting for the tree to be removed and can't built the walls until that happens.