Search found 15 matches
- Tue Mar 12, 2019 2:04 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.11] Tutorial - Recipe open for assembler mk2 but not steel
- Replies: 1
- Views: 4045
[abregado][0.17.11] Tutorial - Recipe open for assembler mk2 but not steel
After completing the tutorial, you are able to continue playing on the map. I have all the non-infinite researches completed. In the craft menu, the recipe for assembler MK2 is available, but steel smelting was never researched. This means that it is not possible to produce steel, thus impossible to...
- Tue Mar 13, 2018 12:16 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.30] Ghost placed rail signals are broken
- Replies: 3
- Views: 3741
[kovarex] [0.16.30] Ghost placed rail signals are broken
What did you do? I placed a ghost rail signal on a ghost rail. What happened? It did not attach to the rail (Blinks green/yellow/red) What did you expect to happen instead? Attach to the rail as if I placed it (ghost placed or not). I made a video that also shows that shows this issue and that ghos...
- Tue Jan 23, 2018 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Click-and-drag to place on ghosts
- Replies: 2
- Views: 2024
Re: Click-and-drag to place on ghosts
Power poles are programmed to be placed in a way that every machine will have power delivered to it. The person who built your bluprint probably used this technique while placing power poles. I like that currently I can place objects on ghosts without having to erase them first, but a right click (e...
- Tue Jan 23, 2018 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Covered Conveyor belt
- Replies: 3
- Views: 1719
Re: Covered Conveyor belt
Underground belts are pretty much "Covered belts", no?
- Sat Jan 20, 2018 1:17 am
- Forum: Not a bug
- Topic: Inconsistent combat robot damage type naming
- Replies: 3
- Views: 1524
Re: Inconsistent combat robot damage type naming
Yep I just noticed this too.. For a moment I thought destroyers weren't getting buffed...
Beam = Electric it seems. Would have to be changed imo.
(Version 0.16.16)
Beam = Electric it seems. Would have to be changed imo.
(Version 0.16.16)
- Sun Jan 14, 2018 5:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.16] Splitter decompress still
- Replies: 14
- Views: 9140
Re: [16.16] Splitter decompress still
There you go. I have uploaded the save which has my simple 4-4 balancer decompressing.golfmiketango wrote:Sifu wrote:Another simpler example:
Simple 4-4 balancer decompresses the 4 fully saturated lanes.
Can you post this save to the thread so it can hopefully be looked at Sifu?
- Fri Jan 12, 2018 7:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.16] Splitter decompress still
- Replies: 14
- Views: 9140
Re: [16.16] Splitter decompress still
Another simpler example:
Simple 4-4 balancer decompresses the 4 fully saturated lanes.
Simple 4-4 balancer decompresses the 4 fully saturated lanes.
- Fri Jan 12, 2018 3:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16] Rail "Block" viewer still bugged in curve
- Replies: 3
- Views: 3618
Re: [0.16.16] Rail "Block" viewer still bugged in curve
I have deleted the crop-cache.dat.
I could not find the atlascache file.
Issue is still visible.
I have posted on 55276 regarding it.
I could not find the atlascache file.
Issue is still visible.
I have posted on 55276 regarding it.
- Fri Jan 12, 2018 3:02 am
- Forum: Resolved Problems and Bugs
- Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
- Replies: 14
- Views: 7390
Re: [v453000] [0.16.5] rail split block visualization graphical glitch
Just to note for futur people having the same issue on futur versions: The crop cache file name is actually crop-cache.dat (which is found in C:\Users\ username \AppData\Roaming\Factorio). I have yet to find the atlas cache file... After deleting crop-cache.dat, the issue is still here for me on [0....
- Fri Jan 12, 2018 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.16] Rail "Block" viewer still bugged in curve
- Replies: 3
- Views: 3618
[0.16.16] Rail "Block" viewer still bugged in curve
There is a little line visible to the right side of this section.
I remember that it was already posted a few patches ago and was supposed to be fixed... But it's still here. (I couldn't find the older post..)
I have included the save file at this location. It's Vanilla.
I remember that it was already posted a few patches ago and was supposed to be fixed... But it's still here. (I couldn't find the older post..)
I have included the save file at this location. It's Vanilla.
- Thu Jan 11, 2018 10:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.16.16] Frame jitter effect when running against a pipe
- Replies: 3
- Views: 3054
[posila][0.16.16] Frame jitter effect when running against a pipe
When you walk into a pipe/Storage tank connection, there is a frame jitter very simillar to https://forums.factorio.com/viewtopic.php?f=11&t=56362&p=332622&hilit=frame+ji#p332622 . https://youtu.be/2cB-_nxzz48 Have included the save. When loaded, just run left. This is vanilla. It happen...
- Tue Jan 09, 2018 7:26 pm
- Forum: General discussion
- Topic: Cliffs :(
- Replies: 21
- Views: 13371
Re: Cliffs :(
That's funny because for me it actually enhanced the gameplay a lot. Planning around cliffs makes it much more challenging than the typical and dumb "plop blueprints and win". I now have to plan ahead and fit as much stuff as I can between the cliffs and the water. Yet, it is impossible to...
- Sat Dec 30, 2017 9:50 pm
- Forum: Pending
- Topic: [0.16.11] Factorio locks screen at 60 fps after closing game
- Replies: 2
- Views: 1462
Re: [0.16.11] Factorio locks screen at 60 fps after closing game
This is still happening everytime I close the game on 0.16.11.
- Fri Dec 29, 2017 2:05 pm
- Forum: Pending
- Topic: [0.16.11] Factorio locks screen at 60 fps after closing game
- Replies: 2
- Views: 1462
[0.16.11] Factorio locks screen at 60 fps after closing game
Steps to reproduce: 1. Open Factorio 2. Quit the game from the main menu (Doesn't matter if I were in a game, it still happens 100% of the time) (Edit: I never tried quitting with alt+F4 or any force quit. I always leave with the main menu quit button) Now my screen skips half the frames and is noti...
- Sat Dec 02, 2017 1:07 am
- Forum: Technical Help
- Topic: high CPU usage when idle
- Replies: 5
- Views: 3427
Re: high CPU usage when idle
You know, when not in focus, a lot of the games I play drop maximum frame rate to 5. [...] I would expect the same from Factorio. That is because the games aren't actually linked to the fps. The game runs a cycle every frame that is delivered to your screen. That means that at 5fps your whole facto...