I have a potentially related problem in 0.17.26 which is that pollution never spreads out. It stays in the tile where it was created and does not dissipate or spread out:
I wonder if this could be related?
Search found 15 matches
- Tue Apr 09, 2019 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.26] Pollution not dissipating
- Replies: 2
- Views: 1179
- Tue Apr 09, 2019 1:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.26] Pollution producing things show up as consumers in production statistics window
- Replies: 22
- Views: 9187
Re: [0.17.26] Pollution producing things show up as consumers in production statistics window
I'm experiencing this problem. My buildings show up as "Consumers" of pollution, and not producers. Pollution in my game never spreads, no matter what. It all stays on the same cells. As a result, the pollution never seems to dissipate or spread, and I never received biter attacks: Polluti...
- Wed Dec 13, 2017 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.0][win] Crash on start at "30% Building Prototypes"
- Replies: 13
- Views: 8590
Re: [16.0][win] Crash on start at "30% Building Prototypes"
Renaming crop-cache.dat to crop-cache.dat.bak resolved this crash for me.
- Tue Nov 28, 2017 1:46 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA/REQUEST] MARS: Terraforming and Colonization
- Replies: 13
- Views: 4315
Re: [IDEA/REQUEST] MARS: Terraforming and Colonization
+1. I've often wanted more to do in the endgame in Factorio. A large, expensive, terraforming project would be an excellent sink for endgame resources.
- Tue Nov 28, 2017 1:44 am
- Forum: Ideas and Requests For Mods
- Topic: Gears as entities (loose idea)
- Replies: 3
- Views: 1456
Re: Gears as entities (loose idea)
I agree. It would be neat to have gears and drive shafts in the base game or an expansion somehow. Plus air with pneumatic power. I think you'd need a new and unique set of buildings to power with these energy forms, though. What can you do with drive shaft or pneumatic power that isn't better done ...
- Sat Aug 12, 2017 1:11 am
- Forum: News
- Topic: Friday Facts #203 - Logistic buffer chest
- Replies: 152
- Views: 69119
Re: Factorio Friday Friday Facts #203 - Logistic buffer chest
Typically when you set up all the provider chests, they are spread out across your whole factory. When you return to base for a resupply, you end up waiting for a long time while the bots travel from all over the factory with items. By using a buffer chest, you can setup a dedicated 'supply area', ...
- Sat Jul 22, 2017 6:24 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 64900
Re: Friday Facts #200 - Plans for 0.16
But I hope we can draw railway in the map first before that. (Using train robots) You can essentially do this using shift-click to draw train tracks. Or is that not what you mean? If you hold shift when you click on the rail planner arrow, you'll enter a mode where you can place down ghost rail tra...
- Fri Jul 21, 2017 8:20 pm
- Forum: News
- Topic: Friday Facts #200 - Plans for 0.16
- Replies: 129
- Views: 64900
Re: Friday Facts #200 - Plans for 0.16
I really enjoy reading all the Friday posts! They are way more interesting to us as players than you probably think. Remember that you live and breathe Factorio as your work, day-in and day-out. You've probably been talking about and working on the stuff that's in the posts a ton by the time that yo...
- Fri Jul 14, 2017 2:08 am
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 8524
Re: Improvements to the Dropper aka Pipette tool (Q)
Twinsen, thanks for reviewing this and getting back to me! I really appreciate that the Factorio dev team reads and responds to ideas like this. In the meantime, I'll explore what kind of features are available through mods like Picker Extended. I may try to prototype some of the concepts described ...
- Thu Jul 13, 2017 1:48 am
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 8524
Re: Improvements to the Dropper tool (Q)
Thanks for the feedback! I agree that #2 could be confusing to players who are not expecting it. Gating it behind an option checkbox could be reasonable. Honestly, #2 is less valuable a feature if the game supports #1, since a player who runs out of an item can easily use the Dropper tool to continu...
- Wed Jul 12, 2017 11:12 pm
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 8524
Improvements to the Dropper aka Pipette tool (Q)
Background: As of Factorio 0.15, you can mouse over an item and press "Q" to select that item for placement from your inventory. It's like the dropper or pipette tool used in paint programs for selecting colors, but for Factorio buildings. (This feature was originally provided by a mod, a...
- Mon Jun 26, 2017 9:01 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: Avoiding Logistic Fights
- Replies: 7
- Views: 2151
Re: Suggestion: Avoiding Logistic Fights
Really, the logistic request and trash functions should just be two parts of the same filter. For each thing, set a minimum and maximum. If you have less than the minimum, the difference is requested from the logistics network. If you have more than the maximum, it's dumped into the trash slots. Th...
- Mon Jun 26, 2017 8:53 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52911
Re: Friday Facts #195 - Poles re-design
Glex, thanks a lot for reading and graciously responding to the feedback. Much appreciated - keep it up!glex wrote:Thanks a lot for your opinions.
- Fri Jun 23, 2017 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Avoiding Logistic Fights
- Replies: 7
- Views: 2151
Suggestion: Avoiding Logistic Fights
Summary: It would be great if Factorio could update the player's Auto-Trash setting when their Logistic Request changes, and vice versa, if the specified number would cause the systems to "fight with each other". Certain settings result in a "fight". For example, if a player orde...
- Fri Jun 16, 2017 11:48 pm
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52911
Re: Friday Facts #195 - Poles re-design
Feedback from my perspective: The original poles had iconic shapes, sizes, and colors that made them visually easy to recognize. They also weren't too obtrusive (not too tall). The new power poles (big v2.a and med v2.a) look too similar to each other, and miss out on the distinctive different shape...