Search found 18 matches
- Fri Jan 10, 2025 9:08 pm
- Forum: Duplicates
- Topic: [2.0.28] fish are immune to artillary fire
- Replies: 2
- Views: 298
Re: [2.0.28] fish are immune to artillary fire
Thank you. Now I'm going the other way in my head and trying to understand how flamethrowers do hurt fish. But as long as you're aware I guess I'll have to endure more traditional fish removal techniques.
- Thu Jan 09, 2025 10:43 pm
- Forum: Duplicates
- Topic: [2.0.28] fish are immune to artillary fire
- Replies: 2
- Views: 298
[2.0.28] fish are immune to artillary fire
I feel a bit silly reporting this but here goes :oops:
1. What did you do?
After I discovered that flamethrowers and shift-space firing rockets and guns on fish killed them I opened fire on a fish with an artillery train
2. What happened?
Some cool particle effects surrounding a very alive fish ...
1. What did you do?
After I discovered that flamethrowers and shift-space firing rockets and guns on fish killed them I opened fire on a fish with an artillery train
2. What happened?
Some cool particle effects surrounding a very alive fish ...
- Tue Dec 17, 2024 10:02 pm
- Forum: Minor issues
- Topic: [2.0.14] Player can get stuck between Train and map edge
- Replies: 4
- Views: 702
Re: [2.0.14] Player can get stuck between Train and map edge
I came to report this as well. [2.0.23] its happening to me on the north side of my ribbon world.
- Tue Nov 05, 2024 3:01 am
- Forum: Ideas and Suggestions
- Topic: Show planet art in the background below space platforms while in orbit
- Replies: 32
- Views: 4088
Re: Show planet art in the background below space platforms while in orbit
came here to post this too. it would be straightforward to implement and would be immersion and worldbuilding ++
- Mon Nov 04, 2024 3:01 am
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 41
- Views: 40029
Re: [2.0.14] Asteroid Collector gets stuck "Computing Navigation"
deconstruct a single tile / re-add worked - thank youMeduSalem wrote: Sat Nov 02, 2024 1:51 am Sometimes building a new platform tile or deconstruction certain parts of the platform around the collector fixes the issue. But I cannot exactly say what causes it.
- Sun Oct 27, 2024 4:23 am
- Forum: Gameplay Help
- Topic: Easy way to get ammo into turrets on space platform?
- Replies: 6
- Views: 9115
Re: Easy way to get ammo into turrets on space platform?
I've been wondering this too.
You are supposed to be crafting them on the platform itself. Otherwise, simply launching :D
yellow ammo is trivial to make on the spot and just feed direct.
for red, you can launch 50 mags but you can get 1000 copper into a launch rocket for 200 red mags (after ...
You are supposed to be crafting them on the platform itself. Otherwise, simply launching :D
yellow ammo is trivial to make on the spot and just feed direct.
for red, you can launch 50 mags but you can get 1000 copper into a launch rocket for 200 red mags (after ...
- Fri Oct 11, 2024 4:12 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 51600
Re: Friday Facts #432 - Aquilo
We are approaching levels of "shut up and take my money!!!" that should not be possible.
Also I will die if the final boss of factorio is a named biter "Phil McKraken"
Also I will die if the final boss of factorio is a named biter "Phil McKraken"
- Sat Oct 05, 2024 3:40 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 52504
Question about inter-planet map viewing and griefing
I plan to play space age with some friends and we were discussing opening it up to the public and I had a question. In vanilla if you're diligent you can usually catch a griefer in the act turning a belt or moving a pipe or polluting a belt (assuming they're not the grenade kind). But if I'm on ...
- Sat Feb 05, 2022 6:30 am
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 154304
Re: Friday Facts #367 - Expansion news
Came to post this. I concur.
- Sat May 30, 2020 12:10 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.18.21] Tutorial Feedback
- Replies: 1
- Views: 2342
Re: [0.18.21] Tutorial Feedback
Just 100% completed Tutorial in [0.18.26] scouring every corner.
It has trains. It has secrets. My concern is completely addressed. I think this will help you peddle this crippling addiction to far more people. You guys rock.
Of course now you have to add abandoned bases and crash debris to the ...
It has trains. It has secrets. My concern is completely addressed. I think this will help you peddle this crippling addiction to far more people. You guys rock.
Of course now you have to add abandoned bases and crash debris to the ...
- Sun Apr 26, 2020 4:26 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.18.21] Tutorial Feedback
- Replies: 1
- Views: 2342
[0.18.21] Tutorial Feedback
I played the newly released (old?) 3 stage tutorial. The only bugs I got were at the very start and likely caused by me being overzealous and sequence breaking a couple of things.
However the tutorial still feels very unsatisfying. In my opinion the best tutorial level was the train level from the ...
However the tutorial still feels very unsatisfying. In my opinion the best tutorial level was the train level from the ...
- Wed Feb 26, 2020 4:55 am
- Forum: Ideas and Suggestions
- Topic: Background image for null space tiles
- Replies: 3
- Views: 1514
Re: Background image for null space tiles
I like that and I immediatelly had a cool idea:
The map of the ground-planet as background for the space-station.
In more technical words: The possibiliyt to see the map-view of any surface as background. At position X,Y with Zoom-Level Z In W resolution with/out clouds, through blur-filter ...
- Mon Feb 24, 2020 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Background image for null space tiles
- Replies: 3
- Views: 1514
Background image for null space tiles
Background image for null space tiles
Add a simple background for null space in Ribbon worlds (with optional slow scroll, repeating, etc)
Concept
Add simple background images for null space in ribbon world. If you want to be fancy do 3 layer with parallax.
Ideas:
Simple starfield (windows 3 ...
Add a simple background for null space in Ribbon worlds (with optional slow scroll, repeating, etc)
Concept
Add simple background images for null space in ribbon world. If you want to be fancy do 3 layer with parallax.
Ideas:
Simple starfield (windows 3 ...
- Tue Dec 10, 2019 7:03 am
- Forum: Ideas and Suggestions
- Topic: Add the old tutorial back
- Replies: 2
- Views: 1773
Re: Add the old tutorial back
I came here to post something very similar to this.
I have roughly 1700 hours now and have been trying to convince my brother to try the game and I finally got him to load the demo. The issue is when I started, I played the fun 16.x something campaign / tutorial and was hooked. Even the slightly ...
I have roughly 1700 hours now and have been trying to convince my brother to try the game and I finally got him to load the demo. The issue is when I started, I played the fun 16.x something campaign / tutorial and was hooked. Even the slightly ...
- Sun Nov 17, 2019 2:40 am
- Forum: Pending
- Topic: [0.17.78] Missing "extended_collision_penalty" in map-settings.example.json
- Replies: 1
- Views: 1186
[0.17.78] Missing "extended_collision_penalty" in map-settings.example.json
No log because it's on headless server save file creation but:
0.000 2019-11-17 02:35:39; Factorio 0.17.78 (build 47844, linux64, headless)
0.042 Operating system: Linux (Ubuntu 18.04)
0.042 Program arguments: "./bin/x64/factorio" "--map-gen-settings" "/opt/factorio01778/data/map-gen-settings ...
0.000 2019-11-17 02:35:39; Factorio 0.17.78 (build 47844, linux64, headless)
0.042 Operating system: Linux (Ubuntu 18.04)
0.042 Program arguments: "./bin/x64/factorio" "--map-gen-settings" "/opt/factorio01778/data/map-gen-settings ...
- Sat Oct 19, 2019 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.71] Error on headless map generation "max_work_done_per_tick"
- Replies: 3
- Views: 4174
Re: [0.17.71] Error on headless map generation "max_work_done_per_tick"
Thank you! And I only assumed 8000 because of the prototype. I could be completely wrong. 

- Fri Oct 18, 2019 11:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.71] Error on headless map generation "max_work_done_per_tick"
- Replies: 3
- Views: 4174
Re: [0.17.71] Error on headless map generation "max_work_done_per_tick"
Just an update. Issue continues on 0.17.72.
Issue only occurs when using --create option with --map-settings. I am able to run:
./bin/x64/factorio --create ./saves/newsave.zip --map-gen-settings ./data/map-gen-settings.example.json
...
0.852 Factorio initialised
0.852 Info Main.cpp:1008 ...
Issue only occurs when using --create option with --map-settings. I am able to run:
./bin/x64/factorio --create ./saves/newsave.zip --map-gen-settings ./data/map-gen-settings.example.json
...
0.852 Factorio initialised
0.852 Info Main.cpp:1008 ...
- Thu Oct 17, 2019 3:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.71] Error on headless map generation "max_work_done_per_tick"
- Replies: 3
- Views: 4174
[0.17.71] Error on headless map generation "max_work_done_per_tick"
There's no save file to attach since this is the creation of the save file. I tried with my old version (0.17.68) and I can generate maps fine. Maybe I'm just doing something stupid but I unpacked the tar again and got the same result.
Any help appreciated.
the only reference I can see is ...
Any help appreciated.
the only reference I can see is ...