I have an EM plant with one prod 2 module making red chips.
It should consume exactly 0.6 plastic, 0.6 green chips and 1.2 copper cable per second.
However it shows 0.59 plastic + chips and 1.19 copper cable per second.
Search found 12 matches
- Sat Nov 23, 2024 11:59 pm
- Forum: Duplicates
- Topic: [2.0.20] Rounding error in machine consumption
- Replies: 1
- Views: 242
- Fri May 03, 2019 11:20 am
- Forum: Duplicates
- Topic: [0.17.35] Production statistics incorrect
- Replies: 0
- Views: 710
[0.17.35] Production statistics incorrect
This is a repost of https://forums.factorio.com/viewtopic.php?f=23&t=69068 which was (imo) incorrectly labeled as "not a bug".
In particular I want to raise attention to the following post, where the total amount of produced items is referred to (not the average values):
overall 17M of copper ...
In particular I want to raise attention to the following post, where the total amount of produced items is referred to (not the average values):
overall 17M of copper ...
- Fri May 03, 2019 11:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.35] You're Doing it Right achievement doesn't count it right
- Replies: 4
- Views: 1871
Re: [0.17.35] You're Doing it Right achievement doesn't count it right
Alright, I'm having this problem (not counting built things) too. Reported it here: viewtopic.php?f=7&t=70299
- Fri May 03, 2019 11:12 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.35] You're doing it right achievement broken
- Replies: 1
- Views: 1157
[0.17.35] You're doing it right achievement broken
I have started a vanilla 0.17. game with a friend to finally finish up on my achievements, among which is "you're doing it right".
Yesterday, we loaded up the save which was saved with 0.17.33 and started playing it with 0.17.35.
I have the achievement tracked and right now it's at "26k / 42k". In ...
Yesterday, we loaded up the save which was saved with 0.17.33 and started playing it with 0.17.35.
I have the achievement tracked and right now it's at "26k / 42k". In ...
- Fri May 03, 2019 11:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.35] You're Doing it Right achievement doesn't count it right
- Replies: 4
- Views: 1871
Re: [0.17.35] Multiple bug report - You're Doing it Right achievement, slight bit of change in inventory UI disturbance
Very first line of "How to report a bug - READ BEFORE POSTING":
But about the "You're doing it right" achievement: Is it counting anything else? Because I assume the pump is not the first thing you placed.
Only one bug per report.
But about the "You're doing it right" achievement: Is it counting anything else? Because I assume the pump is not the first thing you placed.
- Sat Apr 20, 2019 9:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.25] Production values displayed incorrectly
- Replies: 6
- Views: 4858
Re: [0.17.25] Production values displayed incorrectly
I just wanted to report the same. It's quite confusing, and I can't see how this is not a bug.
- Wed Apr 03, 2019 1:09 pm
- Forum: Not a bug
- Topic: [0.17.24] being able to deconstruct in map view
- Replies: 1
- Views: 931
[0.17.24] being able to deconstruct in map view
When in map view, you usually can't deconstruct any entities.
However, if hold the right mouse button to remove a ghost entity, and then keep holding it, you can deconstruct entities in your reach.
Not a big issue, but I thought I'd let you know.
Was first reported as a perceived bug in a mod ...
However, if hold the right mouse button to remove a ghost entity, and then keep holding it, you can deconstruct entities in your reach.
Not a big issue, but I thought I'd let you know.
Was first reported as a perceived bug in a mod ...
- Sun Mar 03, 2019 4:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Chat Button switched on German Layout
- Replies: 4
- Views: 1846
Re: [0.17.0] Chat Button switched on German Layout
Thanks four your reply.
As additional information, the key left to the "1" (which is "^" and is called Zirkumflex here) has the bad habit of adding itself to the chat message, so I see a lot of chat messages like "âlright" or "^hello".
As additional information, the key left to the "1" (which is "^" and is called Zirkumflex here) has the bad habit of adding itself to the chat message, so I see a lot of chat messages like "âlright" or "^hello".
- Tue Feb 26, 2019 10:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Chat Button switched on German Layout
- Replies: 4
- Views: 1846
Re: [0.17.0] Chat Button switched on German Layout
Ok thanks.
Maybe that should be renamed then, as it's hard to find.
Most players probably won't even know what the Lua console is.
Maybe that should be renamed then, as it's hard to find.
Most players probably won't even know what the Lua console is.
- Tue Feb 26, 2019 10:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] Chat Button switched on German Layout
- Replies: 4
- Views: 1846
[0.17.0] Chat Button switched on German Layout
What did you do?
I joined a multiplayer game and wanted to chat.
So I pressed "ö", which is the button the chat has always been bound to in previous versions (without me assigning it, it has been like that since I installed Factorio).
I then went to the control settings to bind the key manually ...
I joined a multiplayer game and wanted to chat.
So I pressed "ö", which is the button the chat has always been bound to in previous versions (without me assigning it, it has been like that since I installed Factorio).
I then went to the control settings to bind the key manually ...
- Thu Jan 18, 2018 5:56 pm
- Forum: Modding help
- Topic: Mod not applied when other mods are added/removed?
- Replies: 4
- Views: 2196
Re: Mod not applied when other mods are added/removed?
Thanks for your replies.
Yes, on_load is irrelevant for me, as I am modifying game.forces
So from your perspective, the only possibility is other mods which override this settings? Because people report that it happens with "any mod" that is added or removed, not just one particular.
Yes, on_load is irrelevant for me, as I am modifying game.forces
So from your perspective, the only possibility is other mods which override this settings? Because people report that it happens with "any mod" that is added or removed, not just one particular.
- Sat Jan 13, 2018 4:22 pm
- Forum: Modding help
- Topic: Mod not applied when other mods are added/removed?
- Replies: 4
- Views: 2196
Mod not applied when other mods are added/removed?
Hi,
As similar mods did not seem to be updated at that point, so when 0.16 was released I created the mod Far Reach which is a pretty simple mod that extends the reach of the character.
The distance is configurable.
For me, everyhing works fine, but I got several reports that the mod do not get ...
As similar mods did not seem to be updated at that point, so when 0.16 was released I created the mod Far Reach which is a pretty simple mod that extends the reach of the character.
The distance is configurable.
For me, everyhing works fine, but I got several reports that the mod do not get ...