Search found 21 matches
- Tue Nov 07, 2023 10:53 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash in Seablock after 1.1.95 update
- Replies: 8
- Views: 2191
Re: Crash in Seablock after 1.1.95 update
I am also experiencing this same crash on 1.1.95 in SeaBlock after the update. It happens when clicking on "Bioprocessing Nauvis" recipe tree. The crash is consistent and happens every time in 1.1.95. It does not occur in 1.1.94 when I reverted and loaded from autosave. ClickingOnRecipeTre...
- Fri Oct 06, 2023 2:43 pm
- Forum: Resolved Problems and Bugs
- Topic: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
- Replies: 12
- Views: 5545
Re: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
You can close this bug report now thanks to: https://factorio.com/blog/post/fff-379
- Fri Oct 06, 2023 2:22 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 37006
Re: Friday Facts #379 - Abstract rewiring
You can close my bug report from 2017 too:
viewtopic.php?f=29&t=49532&p=287558#p287558
Thanks for finally addressing the 5 connection limit!
viewtopic.php?f=29&t=49532&p=287558#p287558
Thanks for finally addressing the 5 connection limit!
- Sat Sep 09, 2023 12:56 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 198016
Re: Friday Facts #375 - Quality
One potential way to mitigate one of the larger complaints seen here (the names) could be to just add a gameplay option to rename the different levels of quality. That way an unsatisfied player could easily give them whichever name that makes them happy. Though I'm sure that a mod could probably eas...
- Fri Sep 08, 2023 9:52 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 198016
Re: Friday Facts #375 - Quality
I love it. Even the names
Gimme that white pill.
Nom nom nom.
Have a great weekend. Thanks for the FFF!
Gimme that white pill.
Nom nom nom.
Have a great weekend. Thanks for the FFF!
- Sat Aug 26, 2023 8:24 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99807
Re: Friday Facts #373 - Factorio: Space Age
We are assuming the enemies we would face in Space Age on Nauvis would be the exact same that we currently face in Vanilla. There is already hints that enemies will be revamped with the teaser concept art. So it's possible that artillery (while convenient) would not actually be needed on Nauvis in ...
- Sat Aug 26, 2023 7:49 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99807
Re: Friday Facts #373 - Factorio: Space Age
We are assuming the enemies we would face in Space Age on Nauvis would be the exact same that we currently face in Vanilla. There is already hints that enemies will be revamped with the teaser concept art. So it's possible that artillery (while convenient) would not actually be needed on Nauvis in S...
- Sat Aug 26, 2023 2:54 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99807
Re: Friday Facts #373 - Factorio: Space Age
I also see a special added value in the added challenge, where you need to make your base super reliable before leaving for another planet, as it should continue working without your presence and manual tweaks for some hours. So systems like trains supplying repair materials to outer walls etc. are...
- Sat Aug 26, 2023 2:01 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99807
Re: Friday Facts #373 - Factorio: Space Age
However, since the closed beta already started, and will be taking more people as we get closer to release, you can always try to apply ? ;) (But expect to have a LOT of competition at first ! :D ) (I'm not even bothered, it has been years since the modders have been releasing great extensions to t...
- Fri Aug 25, 2023 4:22 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 99807
Re: Friday Facts #373 - Factorio: Space Age
From the post, it looks like things are progressing nicely towards Step 6 - Beta testing. I do hope that an 'early access' version is made relatively soon with the caveat that it would need to be purchased (similar to how Factorio was released). I would be willing to pay full expansion price to be p...
- Sat Jul 18, 2020 5:06 am
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 62648
Re: Friday Facts #356 - Blueprint library for real
I too was a little concerned when I checked for the FFF this afternoon and didn't seen anything posted yet. Looks like this one was worth the wait. Quite the read and I am very happy to hear that you are doing better and bonding with your son :). These are the things in life that really matter! Than...
- Tue Sep 03, 2019 10:12 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155744
Re: [0.17] Please post bugs and balance issues here.
The fix worked. Thanks for the quick reaction Bob!bobingabout wrote: βTue Sep 03, 2019 8:58 pm I posted the patch notes, then screwed up the uploads, so it took me a few minutes to actually upload the latest version.
The fix should be up and ready to download now.
Now I can try to finally get robots going in my SeaBlock playthrough
- Tue Sep 03, 2019 8:29 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155744
Re: [0.17] Please post bugs and balance issues here.
I am getting the same error as some of the users above when trying to load a map with Bob's Logistics installed: "Failed to load mods: Error while running setup for entity prototype "pump" (pump): next_upgrade target (bob-pump-2) must have the same bounding box. Mods to be disabled: b...
- Fri Jun 28, 2019 4:37 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 29123
Re: Friday Facts #301 - Crash site: First state
Does this have to do with the game development? (took 79 tries to get it right?)
Maybe it has to do with the backstory where there are countless other Factorio technicians that went splat when they hit the planet?
The masses need an answer!
- Wed Nov 21, 2018 4:50 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 92974
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
So now we have green circuits mixed on our uranium belt. Great job devs *twitch* lol
- Fri Sep 28, 2018 5:34 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 58128
Re: Friday Facts #262 - Hello my name is: Compilatron
Does this mean with the path finding open to modders, someone would be able to make a mod to potentially fix some of the biter pathfinding issues for late game megabase style builds? I ran into an issue with my 1K SPM vanilla base when I started using artillery. There would be huge packs of biters n...
- Tue Feb 06, 2018 7:45 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1098961
Re: [0.15] Sea Block Pack 0.1.7
Has anyone come across a working .16 version of Science Cost Tweaker that we can use with this Seablock Pack to give the updated recipes?
I am enjoying the latest version of Seablock but am sorely missing the complicated recipes from SCT that I used on the .15 version
Thanks!
I am enjoying the latest version of Seablock but am sorely missing the complicated recipes from SCT that I used on the .15 version
Thanks!
- Sat Dec 16, 2017 4:50 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 589
- Views: 328785
Re: Thank you (Make the dev-team happy today!)
Hey guys, I have been reading your FFF blog entries ever since I bought the game a few years ago. I really appreciate the work you have put into this game (I have probably bought about 8 copies on steam to get family and friends hooked lol). The amount of effort you put into getting those t-shirt or...
- Tue Jun 13, 2017 4:39 am
- Forum: Resolved Problems and Bugs
- Topic: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
- Replies: 12
- Views: 5545
Re: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
I completely agree that the number of connections should not be unlimited. However, I can see many instances where having an automatic wire connection limit of only 5 would cause reasonable blueprint setups to fail. I would guess that for every player that actually reports this issue, there are anot...
- Tue Jun 13, 2017 12:28 am
- Forum: Resolved Problems and Bugs
- Topic: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
- Replies: 12
- Views: 5545
Re: (0.15.19) Blueprinted Big Electric Pole misses auto-connect
Here is a copy of my savefile right after the problem occurs: https://drive.google.com/open?id=0B9mH3ED1tt-MekVYeHRnLVhnd0k I have also attached my logfile factorio-current.log Here is the blueprint string for the radar outpost that I was building: Blueprint String.txt And now the screenshots :) Her...