Search found 115 matches
- Thu Dec 15, 2022 1:36 am
- Forum: Not a bug
- Topic: [1.1.74] Active provider chests overfilling logistic chests
- Replies: 2
- Views: 1144
Re: [1.1.74] Active provider chests overfilling logistic chests
This also seems to happen if I switch to a buffer chest instead of a logistic chest.
- Thu Dec 15, 2022 12:56 am
- Forum: Not a bug
- Topic: [1.1.74] Active provider chests overfilling logistic chests
- Replies: 2
- Views: 1144
[1.1.74] Active provider chests overfilling logistic chests
If I fill two active provider chests with an item, and then give them one logistic chest, the bots will fill the logistic chest and then have a bunch of bots left flying with more to put in. This is with cargo size 4.
- Fri Mar 13, 2020 3:19 am
- Forum: Balancing
- Topic: The enemies are kind of a "forced failure" condition
- Replies: 7
- Views: 5185
Re: The enemies are kind of a "forced failure" condition
Biters (and allies) are both too hard and too easy at the same time.
They're too hard in that if they get into your base, they can do tons of damage very fast, and it may not be recoverable.
Also, if you have decent shields and armor, getting hit enough to take out the shields will almost always ...
They're too hard in that if they get into your base, they can do tons of damage very fast, and it may not be recoverable.
Also, if you have decent shields and armor, getting hit enough to take out the shields will almost always ...
- Sat Mar 07, 2020 3:01 pm
- Forum: Show your Creations
- Topic: Sparse belts
- Replies: 7
- Views: 4769
Re: Sparse belts
I came up with what I called a "Sparse Belt" too.
My solution was to limit what was placed on the belt:
SparseBelt.PNG
The circular (square) belt has a reader, when something gets detected, it sends that to the filter inserter which drops one item on the belt.
That goes in a loop around the walls ...
My solution was to limit what was placed on the belt:
SparseBelt.PNG
The circular (square) belt has a reader, when something gets detected, it sends that to the filter inserter which drops one item on the belt.
That goes in a loop around the walls ...
- Fri Mar 06, 2020 10:42 pm
- Forum: Implemented Suggestions
- Topic: [0.18.10] Error loading mod reports to include version number
- Replies: 1
- Views: 1274
[0.18.10] Error loading mod reports to include version number
Please add the version number to the Error loading mod reports.
viewtopic.php?f=66&t=81737
Thank you.
Similar to this implemented suggestion:viewtopic.php?f=66&t=81737
Thank you.
- Wed Mar 04, 2020 5:04 am
- Forum: Implemented Suggestions
- Topic: [.18.9] Crash reports include version numbers
- Replies: 4
- Views: 2125
Re: [.18.9] Crash reports include version numbers
Thank you, that was very fast.
- Tue Mar 03, 2020 4:14 am
- Forum: 1 / 0 magic
- Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
- Replies: 5
- Views: 2527
Re: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
Please move to not a bug or delete.
This is no longer happening, even without --force-opengl.
Until it happens again and I can get more information I tend to agree with Loewchen that it's a HW issue.
This is no longer happening, even without --force-opengl.
Until it happens again and I can get more information I tend to agree with Loewchen that it's a HW issue.
- Mon Mar 02, 2020 4:55 am
- Forum: 1 / 0 magic
- Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
- Replies: 5
- Views: 2527
Re: [0.18.9] Crash maybe graphics related
0.001 2020-03-01 23:20:48; Factorio 0.18.9 (build 49691, win64, alpha)
0.001 Operating system: Windows 10 (version 1909)
0.001 Program arguments: "C:\Factorio_0.18.9_SE\bin\x64\factorio.exe" "--force-opengl"
0.001 Read data path: C:/Factorio_0.18.9_SE/data
0.001 Write data path: C:/Factorio ...
- Mon Mar 02, 2020 4:53 am
- Forum: 1 / 0 magic
- Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
- Replies: 5
- Views: 2527
Re: [0.18.9] Crash maybe graphics related
I was able to duplicate the crash. I'd just added 50 coal to each plastic plant and then as much as I could to the boilers.
It crashed shortly after that.
I'm adding the second crash report because I'd tried and failed to duplicate it one or two times, but then it happened again.
It crashed shortly after that.
I'm adding the second crash report because I'd tried and failed to duplicate it one or two times, but then it happened again.
- Mon Mar 02, 2020 4:44 am
- Forum: 1 / 0 magic
- Topic: [0.18.9] Crash: "DrawCommandBatch::drawSprite"
- Replies: 5
- Views: 2527
[0.18.9] Crash: "DrawCommandBatch::drawSprite"
I had this game crash after a while of doing a few things, mostly looking at the science pages.
I was not able to repeat it, but earlier I'd had crashes with a modded game that indicated there was a graphics card problem, so I tried Posila's recommendation from this thread: https://forums.factorio ...
I was not able to repeat it, but earlier I'd had crashes with a modded game that indicated there was a graphics card problem, so I tried Posila's recommendation from this thread: https://forums.factorio ...
- Fri Feb 28, 2020 1:33 am
- Forum: Ideas and Suggestions
- Topic: [0.18.9]Space Research Package Problem
- Replies: 3
- Views: 1792
Re: [0.18.9]Space Research Package Problem
There was a discussion about this.
viewtopic.php?f=23&t=46853
It may make more sense to continue the discussion there.
viewtopic.php?f=23&t=46853
It may make more sense to continue the discussion there.
- Fri Feb 28, 2020 12:51 am
- Forum: Implemented Suggestions
- Topic: [.18.9] Crash reports include version numbers
- Replies: 4
- Views: 2125
Re: [.18.9] Crash reports include version numbers
Sorry. A non-recoverable error (exception) report:
- Fri Feb 28, 2020 12:08 am
- Forum: Implemented Suggestions
- Topic: [.18.9] Crash reports include version numbers
- Replies: 4
- Views: 2125
[.18.9] Crash reports include version numbers
Please have the crash reports and failed to load mod reports include the version numbers of the base factorio game and all mods.
I see a lot of 'bug reports' that are just bad versions of one mod or another.
I see a lot of 'bug reports' that are just bad versions of one mod or another.
- Thu Feb 27, 2020 3:56 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 158509
Re: [0.12] Bugs, crashes & other issues
I'm trying to use FARL with SE. SE has 'Space Rails' that can be placed in space.
It now works with Space Exploration. As far as I know there were no changes to SE nor FARL to make this work.
There have been several base updates perhaps one of them fixed it.
Or perhaps I was mistaken somewhere ...
- Thu Feb 13, 2020 3:49 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 321502
Re: [0.17+] Space Exploration WIP
I just posted a mod to make boilers and heat exchangers start with 10 water. It could be used in combination with this mod to jump-start power production in space.
https://mods.factorio.com/mod/start-with-water
https://mods.factorio.com/mod/start-with-water
- Thu Feb 13, 2020 3:48 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 321502
Re: [0.17+] Space Exploration WIP
Exploring a whole planet adds a lot to the save file, so it isn't automatic. But Nav view (unlocked after launching a navigation satellite) will let you explore any planet you've discovered fairly easily.
- Thu Feb 13, 2020 3:46 am
- Forum: Mods
- Topic: [MOD 0.13] Water Well - pump water from the underground
- Replies: 123
- Views: 103832
Re: [MOD 0.13] Water Well - pump water from the underground
I just posted a mod to make boilers and heat exchangers start with 10 water. It could be used in combination with this mod to jump-start power production in a remote outpost.
https://mods.factorio.com/mod/start-with-water
https://mods.factorio.com/mod/start-with-water
- Thu Feb 13, 2020 3:39 am
- Forum: Mods
- Topic: [MOD 0.18] Start with water
- Replies: 0
- Views: 831
[MOD 0.18] Start with water
https://mods.factorio.com/mod/start-with-water
Start-with-water.PNG
This is a simple little mod that has boilers and heat exchangers start with 10 water.
It is designed to be used with other mods that require power to make water, the starting water should be enough to jumpstart power production ...
Start-with-water.PNG
This is a simple little mod that has boilers and heat exchangers start with 10 water.
It is designed to be used with other mods that require power to make water, the starting water should be enough to jumpstart power production ...
- Wed Feb 12, 2020 2:27 pm
- Forum: General discussion
- Topic: Interesting to try your own ways of doing things
- Replies: 5
- Views: 2786
Re: Interesting to try your own ways of doing things
One thing to keep aware of is that for train operations you need a few buffers:
1 - the factory needs a buffer of the items
2 - the depot should have at least a train load full and probably more
3 - the train itself
For a 4 car train, that's 16k plates in at least 3 places, so at least 50k buffered ...
1 - the factory needs a buffer of the items
2 - the depot should have at least a train load full and probably more
3 - the train itself
For a 4 car train, that's 16k plates in at least 3 places, so at least 50k buffered ...
- Thu Jan 23, 2020 2:12 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 321502
Re: [0.17+] Space Exploration WIP
That's so that in Nav mode you cannot actually 'mine' a building to pick it up and place it somewhere else.Roy wrote: Sun Jan 19, 2020 9:19 pm Why did you set the mining_speed of the god controller to be 0.0000001?