Search found 8 matches

by moxian
Wed May 29, 2019 2:42 pm
Forum: Won't fix.
Topic: [0.17.43] Bidirectional trains heading not updated on the minimap
Replies: 1
Views: 1001

[0.17.43] Bidirectional trains heading not updated on the minimap

1) make a simple two station, single rail network 2) Make a bidirectional train, add both stations to the schedule, switch train to automatic mode 3) Click one of the stations, look at the train icon. Notice that the train chosen as the "heading" does not change, so the train icon travels ...
by moxian
Sat Aug 11, 2018 11:02 am
Forum: Not a bug
Topic: [0.16.51] Splitters ignoring one input belt
Replies: 2
Views: 1418

Re: [0.16.51] Splitters ignoring one input belt

P.s.: Also, here's another save demonstrating the original problem (it might be slightly different, since there an output is fully clogged instead of partially as in my reproduction). (need to fix science-carrying sothward underground belt exits missing a bit to the south for the problem to last lon...
by moxian
Sat Aug 11, 2018 10:58 am
Forum: Not a bug
Topic: [0.16.51] Splitters ignoring one input belt
Replies: 2
Views: 1418

[0.16.51] Splitters ignoring one input belt

I'm not sure how to describe better than in pictures: https://gfycat.com/PalatableTanKronosaurus (note the red science not moving) https://gfycat.com/AgonizingDisastrousCrayfish (same) https://gfycat.com/SparseThriftyCommabutterfly (some time later. Unlike the previous gifs, the red splitter no long...
by moxian
Tue Oct 31, 2017 2:27 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] Paired train stops send/receive circuit network info wrongly
Replies: 5
Views: 3643

Re: Paired train stops send/receive circuit network info wrongly

FTR, here's the reddit thread in question with possibly some more details and investigation: https://www.reddit.com/r/factorio/comme ... y_circuit/
by moxian
Tue Oct 31, 2017 12:19 am
Forum: Implemented Suggestions
Topic: Support for mod packs
Replies: 40
Views: 14192

Support for mod packs

TL;DR Add ability to download/enable/disable multiple mods as if they were one. Why? Right now if I want to install, say, seablock I have two options: A) Download the modpack zip archive from a shady-looking filesharing service B) Manually find and install all the 25 needed mods. Also note that mod...
by moxian
Sun Oct 29, 2017 3:58 am
Forum: Balancing
Topic: Blue science is too hard to get
Replies: 42
Views: 24639

Re: Blue science is too hard to get

Maybe the player should build some laser turrets, some solar cells and some accumulators. I'm not entirely sure what you were referring to - you should have explained that better. But anyway, on my first few attempts, and the first complete playthrough (with rocket launch), I totally omitted all th...
by moxian
Tue Oct 03, 2017 7:59 am
Forum: Ideas and Suggestions
Topic: Brownout icon / Low power icon / Low power warning
Replies: 49
Views: 13500

Re: Low power warning

Just plug a spare accumulator anywhere, and see if it has a flashihg red "no power sign" the accumulator is at 0, you have low power, otherwise - you are fine. Accumulators have the lowest priority in the electric networks, so they will not be charging if something else is not getting full...
by moxian
Tue Oct 03, 2017 6:41 am
Forum: Balancing
Topic: Blue science is too hard to get
Replies: 42
Views: 24639

Re: Blue science is too hard to get

I've wrote a wall of text in reply here, but the forums decided to log me out, and lose. I'm disappointed. So, the same, but in short: It's important to separate the concerns about blue science "hardness" (as "too hard to get" is not a very specific complaint). From the thread: (...

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