Windows 10, the power plant works in 1.1.56 and breaks on 1.1.57.
Search found 40 matches
- Fri Apr 01, 2022 3:59 pm
- Forum: Duplicates
- Topic: [1.1.57] Fluid and heat flow changed compared to .56
- Replies: 12
- Views: 2371
- Fri Apr 01, 2022 3:18 am
- Forum: Duplicates
- Topic: [1.1.57] Fluid and heat flow changed compared to .56
- Replies: 12
- Views: 2371
Re: [1.1.57] Nuclear heat / fluid simulation changed
Interesting. I made a lot of testing power plants, there is such trick. Make sure your steam flows like this : Heater > Turbine > Storage or Storage > Heater > Turbine When you place storage in the midle (Heater > Storage > Turbine) of the flow, it could work as a plug. Due to flow preassure mechan...
- Thu Mar 31, 2022 10:15 pm
- Forum: Duplicates
- Topic: [1.1.57] Fluid and heat flow changed compared to .56
- Replies: 12
- Views: 2371
Re: [1.1.57] Nuclear heat / fluid simulation changed
I dont have time for deep analys, but can you post a screen at night ? So it is visible where the heat is ? Also check the water supply. night_1.1.57.png This was taken on 1.1.57. In this screenshot, the heat pipe on the bottom right side is 80ΒΊ hotter than the left one (and climbing). Since the la...
- Thu Mar 31, 2022 9:00 pm
- Forum: Duplicates
- Topic: [1.1.57] Fluid and heat flow changed compared to .56
- Replies: 12
- Views: 2371
Re: [1.1.57] Nuclear heat / fluid simulation changed
Would a mod kindly move this to the Bug Report section, I have no idea how it went in Gameplay Help, since I clicked the add post from there (maybe the fact that I had to login in between).
- Thu Mar 31, 2022 6:32 pm
- Forum: Duplicates
- Topic: [1.1.57] Fluid and heat flow changed compared to .56
- Replies: 12
- Views: 2371
[1.1.57] Fluid and heat flow changed compared to .56
I have a nuclear reactor that stops working properly as soon as I load my save on the 1.1.57 version. 20220331133008_1.jpg The orange line, which was stable for dozens of hours, dropping only when there was no energy use, becomes irregular in the exact moment the game loads into the 1.1.57 version. ...
- Sat Oct 31, 2020 2:31 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 71817
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Can I finally blueprint this in 1.1?
- Fri Oct 09, 2020 11:44 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 74911
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Amazing, now we can finally set a supply / demand train network, without the nightmare of manually balancing everything. Now, if only we could centralize train refueling. Maybe optional station conditions (go there if fuel count < X). What about GLOBAL train conditions, something that you set once a...
- Fri Jul 17, 2020 10:31 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 50187
Re: Friday Facts #356 - Blueprint library for real
Stay strong kovarex! The new library looks great. One of the big problems of the live version is that input is kinda of a mess. You left click to pick blueprints, but right click to open books, so I always wrongly pick the book that I'm trying to open. I was hoping for a more standard click to selec...
- Fri Jun 19, 2020 5:22 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 34785
Re: Friday Facts #352 - New website
Looks great. Just please, please, for the love of all that you hold dear, DO NOT change the forums to one of those infinite scrolling layouts. You can't search, you can't link. It's a nightmare. I can't even comprehend why they became so popular. Just no, please.
- Fri Jun 12, 2020 6:47 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 64170
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I do like the final new beacon design, but removing the alt view from it is a very bad thing imo. It's inconsistent with the modules in asm and it's very much harder to see if the beacon has modules inserted compared to alt mode which is there to actually give that improved overview. The alt view g...
- Tue May 26, 2020 6:47 pm
- Forum: Releases
- Topic: Version 0.18.27
- Replies: 65
- Views: 29062
Re: Version 0.18.27
Perhaps this is a good time to ask: why the stack filter inserter can have only one filter, while the regular filter inserter supports 5?
I once tried to make an unloader that cleaned my building train from wood, coal and stone, but the stack filter inserter seemed needlessly limited.
I once tried to make an unloader that cleaned my building train from wood, coal and stone, but the stack filter inserter seemed needlessly limited.
- Fri Apr 17, 2020 3:23 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 19418
Re: Friday Facts #343 - Environmental particle effects
Cool.
Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
Will we eventually get proper nuke explosions? You know, mushrooms, and blinding lights, and shockwaves, and stuff.
- Fri Mar 20, 2020 3:34 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 80115
Re: Friday Facts #339 - Beacon HR + Redesign process
If I may, I think you guys forgot the most important aspect of beacons: they are support units. They don't do anything, they just exist so stuff around them do things better. Let's take a look at this: https://cdn.factorio.com/assets/img/blog/fff-339-composition.png If you show this picture so someo...
- Fri Feb 21, 2020 3:42 pm
- Forum: News
- Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
- Replies: 57
- Views: 21225
Re: Friday Facts #335 - Scenario changes, Damage effect filtering
A problem with scaling wave defense scenarios is that the only way to scale attacks is to increase the ammount of biters. As you increase the number of players, and they get gear, waves become trivial, even when you have thousands of enemies. But at that point, half the server stopped playing anyway...
- Fri Jun 28, 2019 4:27 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 23924
Re: Friday Facts #301 - Crash site: First state
The numbers, what do they mean?
- Thu May 23, 2019 3:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.42] Incorrect loss count in the Kills panel
- Replies: 1
- Views: 1944
[Twinsen][0.17.42] Incorrect loss count in the Kills panel
Hi, Last week I reported that the Loss side of the Kill count was incorrectly reporting some values, and Rseding stablished that some values were being incorrectly rounded, and it was fixed. But today I came upon something fishy: factorio_2019-05-23_11-26-16.png As you can see in the bottom, 2 bots ...
- Wed May 15, 2019 3:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
- Replies: 4
- Views: 2636
Re: [0.17.39] Loss icon count show 1 less for some entities
Amazing, that was fast.
- Wed May 15, 2019 2:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
- Replies: 4
- Views: 2636
- Wed May 15, 2019 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.39] Loss icon count show 1 less for some entities
- Replies: 4
- Views: 2636
[Rseding91] [0.17.39] Loss icon count show 1 less for some entities
Hi, In the Kills panel, the Loss count icon shows 1 less for some entities. For example: factorio_2019-04-26_15-59-55.png In the above picture, I lost 2 turrets (as evidenced by the 2 ghosts) and 2 bots, but the panel displays 1. I appears that the icon is displaying empty for 1 loss, 1 for 2 losses...
- Fri Apr 05, 2019 7:48 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 52026
Re: Friday Facts #289 - Character GUI
Another suggestion, it would be nice if the character tab showed every relevant stat. Like, what's your current move speed? How much power is your armor generating? What's your personal laser DPS? And more...
You know, similar to how ARPGs do.
You know, similar to how ARPGs do.