Search found 10 matches
- Tue Oct 22, 2024 9:58 am
- Forum: Duplicates
- Topic: [2.0.8] [Space Age] Crash while viewing energy details
- Replies: 2
- Views: 267
Re: [2.0.8] [Space Age] Crash while viewing energy details
One more thing that I noticed now that I've recovered the map from my friend: on the Energy Production graph, the line representing the solar production was not displayed, and I tried to hover over the graph to check the value.
- Tue Oct 22, 2024 9:53 am
- Forum: Duplicates
- Topic: [2.0.8] [Space Age] Crash while viewing energy details
- Replies: 2
- Views: 267
[2.0.8] [Space Age] Crash while viewing energy details
Hi, a couple of minutes ago I encountered a crash while playing Multiplayer Space Age.
I'm not exactly sure what was the exact cause of the crash, however I can tell you that I was checking the energy production screen and I hovered over the solar panel production for the last 10 hours. I just ...
I'm not exactly sure what was the exact cause of the crash, however I can tell you that I was checking the energy production screen and I hovered over the solar panel production for the last 10 hours. I just ...
- Tue Aug 31, 2021 4:32 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 172242
Re: mineral water from electrolyser electrode
That's our current go-to for charcoal and anything else that needs pulp and similar stuff. Indeed, it is very easy to use!
- Sat Aug 14, 2021 11:29 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 172242
Re: [MOD 1.1] Sea Block Pack 0.5.5
Actually, I was curious the most about the disabled recipes (like the one that produces CO2 from wood pellets)
- Sat Aug 14, 2021 9:51 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 172242
Re: [MOD 1.1] Sea Block Pack 0.5.5
Great! Thanks as always for keeping the pack going!KiwiHawk wrote: Sat Aug 14, 2021 8:57 am The Sea Block pack has been updated! Check the first post for details![]()
EDIT: forgot to ask: out of curiosity, what are the reasons behind the different changes?
- Sun Dec 27, 2020 8:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 172242
Re: [MOD 1.1] Sea Block Pack 0.5.1
A question for KiwiHawk: I noticed that the recipe that once made sand (Crushed Stone -> sand landfill) now produces the vanilla landfill. Was that intended?
There's a mod setting - you can choose what ground type this recipe makes. This setting is fine to change at anytime. It will only ...
- Sun Dec 27, 2020 11:42 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 172242
Re: [MOD 1.1] Sea Block Pack 0.5.1
Fyi:
Science Cost Tweaker will get some changes. Don't know, if it will work without problem
https://forums.factorio.com/viewtopic.php?p=528421#p528421
i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but ...
- Fri Oct 09, 2020 12:39 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 96840
Re: Friday Facts #361 - Train stop limit, Tips and tricks
And this is why I love Wube and Factorio!
I really needed the train limit; now this monstrocity made of storage units can be simplified if it doesn't become completely obsolete...
I really needed the train limit; now this monstrocity made of storage units can be simplified if it doesn't become completely obsolete...
- Fri Feb 22, 2019 6:09 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 179868
Re: Friday Facts #283 - Prepare to Launch
Can't wait for the release!
(and for the new fluid algorithm
)
(and for the new fluid algorithm
![Cool 8-)](./images/smilies/icon_cool.gif)
- Fri Feb 01, 2019 5:43 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 106357
Re: Friday Facts #280 - Visual Feedback is the king
These are fantastic additions for factories with lots of trains!
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)