Search found 32 matches
- Sat Nov 16, 2024 3:30 pm
- Forum: Not a bug
- Topic: [2.0.11] requester chest does not trash unrequested items
- Replies: 3
- Views: 374
Re: [2.0.11] requester chest does not trash unrequested items
well it is [disabled by control behavior]
- Sat Nov 16, 2024 11:52 am
- Forum: Pending
- Topic: [2.0.19] UI - X cross to close map view bugged, preventing me to close that in any way.
- Replies: 1
- Views: 185
Re: [2.0.19] UI - X cross to close map view bugged, preventing me to close that in any way.
just tried reproducing it in 2.0.19(holding X in map view until an autosave happened), and it worked as expected.
Perhaps there is something else necessary for the bug to trigger.
Perhaps there is something else necessary for the bug to trigger.
- Sat Nov 16, 2024 11:45 am
- Forum: Gameplay Help
- Topic: Stack inserter quality filter does not work properly
- Replies: 13
- Views: 1479
Re: [2.0.15] Stack inserter quality filter does not work properly
I don't think those filters are considered as a single condition together, I'd expect them work more as an OR than an AND. So it will grab all items of "less than epic quality" and all items of "greater than normal quality", so in effect all items.
That's exactly what happens, so it's not a bug ...
- Sat Nov 16, 2024 9:39 am
- Forum: Minor issues
- Topic: [Lou][2.0.15] Underground pipe building on space platform when no ground not showing connections
- Replies: 8
- Views: 1063
Re: [2.0.15] Underground pump building on space platform when no ground not showing connections
This is not a bug, underground pipes or belts don't connect across the void of space.
- Mon Nov 11, 2024 5:04 pm
- Forum: Not a bug
- Topic: [2.0.16] Extra power drain when out of power
- Replies: 5
- Views: 562
Re: [2.0.16] Extra power drain when out of power
I see flying bot in your video, so you have roboports.
Also your video shows that assembler 3 without work consumes 12.5 kW(which is its drain). I don't see any spike that is higher than that.
Also your video shows that assembler 3 without work consumes 12.5 kW(which is its drain). I don't see any spike that is higher than that.
- Mon Nov 11, 2024 4:55 pm
- Forum: Not a bug
- Topic: [2.0.16] Extra power drain when out of power
- Replies: 5
- Views: 562
Re: [2.0.16] Extra power drain when out of power
Roboports will request more power(2 MW *each*) until they are charged the first time you supply power again. They are usually the reason for power spike after an outage.
- Mon Nov 11, 2024 12:46 pm
- Forum: Not a bug
- Topic: [2.0.15] Train interrupts removing limits of next stop
- Replies: 5
- Views: 797
Re: [2.0.15] Train interrupts removing limits of next stop
I understand your concern, but I don't think trains are supposed to stay inside of an interrupt for long periods of time. I'm comparing this to systems programming: You're supposed to handle interrupts very quickly because interrupted threads (i.e. trains on the way) will keep all their semaphores ...
- Mon Nov 11, 2024 12:41 pm
- Forum: Minor issues
- Topic: [2.0.11] Train pathfinding takes much longer path
- Replies: 28
- Views: 2369
Re: [2.0.11] Train pathfinding takes much longer path
This usually indicates a break in the rail or (what I think is happening here) an unpaired signal somewhere, making a section of the rail one-way only. I can't tell that this isn't a bug, but also I don't see all signals in the screenshots to definitely prove one way or the other.
- Mon Nov 11, 2024 12:35 pm
- Forum: Not a bug
- Topic: [2.0.15] Train interrupts removing limits of next stop
- Replies: 5
- Views: 797
Re: [2.0.15] Train interrupts removing limits of next stop
I haven't used interrupts much so far, but to me the current behavior seems logical. Train A is not going to the station anymore, so it releases the reservation. Otherwise you might get "full" stations with no incoming or arrived trains because they are all get stucked in some interrupt or another ...
- Mon Oct 28, 2024 6:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12]must double click to set recipe
- Replies: 7
- Views: 712
Re: [2.0.12]must double click to set recipe
You have researched Quality, right?
The behaviour you describe is intended. The assembler wants you to select a quality level.
You can select recipe with double click or alternatively press E to close the window.
That said, I do question why this extra step is needed. In most cases you don't want ...
The behaviour you describe is intended. The assembler wants you to select a quality level.
You can select recipe with double click or alternatively press E to close the window.
That said, I do question why this extra step is needed. In most cases you don't want ...
- Fri Aug 25, 2023 11:16 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 120361
Re: Friday Facts #373 - Factorio: Space Age
1 year from now + FFFs every week, that's ~50 future FFFs about Factorio 2.0, correct? Is it not too much?
- Thu Jul 14, 2022 6:22 pm
- Forum: General discussion
- Topic: We need to talk about this, this pricing is absolutely ridiculous
- Replies: 15
- Views: 13200
We need to talk about this, this pricing is absolutely ridiculous
Ok I was made aware of this in the steam forums
Apparently, Factorio is currently priced in Russia at 10000 Rubles. I didn't believe this at first and went to steam.db - and sure, the price is exactly this(https://steamdb.info/app/427520/). This is more than €170,00 by the way.
I thought for a ...
Apparently, Factorio is currently priced in Russia at 10000 Rubles. I didn't believe this at first and went to steam.db - and sure, the price is exactly this(https://steamdb.info/app/427520/). This is more than €170,00 by the way.
I thought for a ...
- Sat Feb 19, 2022 4:34 pm
- Forum: Technical Help
- Topic: [1.1.53] Game "Eats" Scroll Wheel?
- Replies: 1
- Views: 917
Re: [1.1.53] Game "Eats" Scroll Wheel?
something wrong with your drivers, most likely
since you have 2 systems you can compare and find similarities. Under suspicion is any software that filters mouse input(gaming mice usually are shipped with something like that). Even if exact device models are different, the drivers/software from the ...
since you have 2 systems you can compare and find similarities. Under suspicion is any software that filters mouse input(gaming mice usually are shipped with something like that). Even if exact device models are different, the drivers/software from the ...
- Mon Feb 07, 2022 2:51 pm
- Forum: Not a bug
- Topic: Lua/factorio generate somewhat misleading error messages
- Replies: 2
- Views: 1256
Re: Lua/factorio generate somewhat misleading error messages
I understand your point, but i want to suggest a counter-argument.
I think the question to ask is, to whom is this error message addressed? Is it
a. factorio developers
b. mod developers/normal users.
If it's primarily a., you may disregard this post. However I argue that it's b., and as such it ...
I think the question to ask is, to whom is this error message addressed? Is it
a. factorio developers
b. mod developers/normal users.
If it's primarily a., you may disregard this post. However I argue that it's b., and as such it ...
- Mon Feb 07, 2022 11:55 am
- Forum: Not a bug
- Topic: Lua/factorio generate somewhat misleading error messages
- Replies: 2
- Views: 1256
Lua/factorio generate somewhat misleading error messages
As an example, https://i.imgur.com/diQeKTh.png
"value must be a string in property tree at ... localised_description[0]".
Except that there is no localised_description[0]. Arrays in Lua start with elements at index 1, and go up from there.
Suggestion: increment array indices by 1 when generating ...
"value must be a string in property tree at ... localised_description[0]".
Except that there is no localised_description[0]. Arrays in Lua start with elements at index 1, and go up from there.
Suggestion: increment array indices by 1 when generating ...
- Thu Feb 03, 2022 4:56 pm
- Forum: Gameplay Help
- Topic: run a command every X
- Replies: 12
- Views: 6215
Re: run a command every X
Is this a good use for on_nth_tick?
i guess, this is a thread from 2016
right now there are ways to solve OPs problem without console commands:
map view has filters that can be toggled on/off(to not display pollution).
map gen settings can be changed to disable pollution on the map with ...
- Thu Sep 09, 2021 4:08 pm
- Forum: Technical Help
- Topic: mods are not installed
- Replies: 8
- Views: 4377
Re: mods are not installed
I checked - the authorization went through without problems. I am confused by the fact that the game keeps its files on the "C" drive, and not in "D", as written in local files - is this normal?
Проверил - авторизация прошла без проблем. Меня смущает тот факт, что игра держит свои файлы на диске ...
- Mon Aug 23, 2021 3:04 pm
- Forum: Technical Help
- Topic: Performace issues on High-End PC
- Replies: 12
- Views: 7075
Re: Performace issues on High-End PC
What's the issue here? CPU utilization not hitting 100%? It will never get there, and it's silly to expect otherwise(https://en.wikipedia.org/wiki/Amdahl%27s_law). The fact that you have 25% is already impressive for a 6 core CPU, it basically using all it can get.
Low GPU utilization? Son, this is ...
Low GPU utilization? Son, this is ...
- Sun Jul 18, 2021 7:11 pm
- Forum: Not a bug
- Topic: [1.1.36] Shift-left-click drag from capacity-limited crate over power pole detaches wires
- Replies: 2
- Views: 1254
Re: [1.1.36] Shift-left-click drag from capacity-limited crate over power pole detaches wires
Not a bug - it's a feature.
Hitting shift+left click on a power pole detaches all power cables from it. This is intentional.
Why?
1. You might want to route power lines yourself, which you can do with copper cables. Typical use case: you have some subnetwork that you regulate with a power switch ...
Hitting shift+left click on a power pole detaches all power cables from it. This is intentional.
Why?
1. You might want to route power lines yourself, which you can do with copper cables. Typical use case: you have some subnetwork that you regulate with a power switch ...
- Sun Jul 18, 2021 8:32 am
- Forum: Technical Help
- Topic: Installing downloaded mods ??
- Replies: 20
- Views: 6680
Re: Installing downloaded mods ??
I don't know if you are being serious or not, but why would the folder be hidden ??
I don't know if you are being serious or not, but these folders are hidden both on Windows and Linux, and most likely on Mac as well. Directories with program data and settings are usually hidden so that users ...