Search found 14 matches
- Fri Nov 15, 2024 2:56 pm
- Forum: Duplicates
- Topic: [2.0.15] Solar panel scaling doesn't affect portable solar panels
- Replies: 3
- Views: 392
Re: [2.0.15] Solar panel scaling doesn't affect portable solar panels
From my earlier testing on Fulgora (much lower solar efficiency) the bonus is applied, but not shown in the tooltip. I had a set of armour that was able to power itself entirely on Nauvis, but ran out of charge on Fulgora (during the day obviously).
After some testing, this is true. The tooltip ...
- Fri Nov 15, 2024 1:36 am
- Forum: Duplicates
- Topic: [2.0.15] Solar panel scaling doesn't affect portable solar panels
- Replies: 3
- Views: 392
[2.0.15] Solar panel scaling doesn't affect portable solar panels
While there is a 400% bonus production for all solar on Vulcanus, portable solar seems to be unaffected by this behavior:
- Wed Feb 05, 2020 7:40 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
Thanks, now the movement its back to normal, i will report this to the progressive acceleration github
- Wed Feb 05, 2020 7:38 pm
- Forum: Modding help
- Topic: run a lua file from console
- Replies: 7
- Views: 6611
Re: run a lua file from console
It worked, thanks
- Wed Feb 05, 2020 7:36 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
ooooh, thanks i will try it
- Wed Feb 05, 2020 7:36 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
The exoskeletons are now working correctly, but on that speed percentage, not in the base one, i will upload another clip of this.
- Wed Feb 05, 2020 7:32 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
This is a combination of two factors, because progressive speed never has failed after loading that save and now i am stuck at like... 40% of the base speed, somehow something has changed the movement values when i loaded that save
- Wed Feb 05, 2020 7:29 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
its strange... I think you are right, because now the movement is stuck on a decrease and when i put the exoskeletons the movement goes back to base speed.
- Wed Feb 05, 2020 7:26 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
I can try to disable it, wait a bit...
- Wed Feb 05, 2020 7:21 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
I tried with the vanilla armor and vanilla exoskeletons, same bug, exactly same behaviour.
I suspect something is wrong with the save file.
I suspect something is wrong with the save file.
- Wed Feb 05, 2020 7:15 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
I used both exoskeletons (vanilla and modded) and vanilla have the same behaviour, also, i looked in the game if there is anything related to a modification in the vanilla one, and the game shows the exoskeleton without any changes, i am going now to try with the vanilla armor and if i see a change ...
- Wed Feb 05, 2020 7:01 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
- Wed Feb 05, 2020 6:33 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
Re: [0.17.79] Opposite exoskeleton behaviour
The page does not want to upload the save for some reason, i will do the same thing that i did to the clip
- Wed Feb 05, 2020 6:25 pm
- Forum: Not a bug
- Topic: [0.17.79] Opposite exoskeleton behaviour
- Replies: 14
- Views: 4168
[0.17.79] Opposite exoskeleton behaviour
factorio-current.log First of all, this is a bug happening in a modded game, so it MAYBE this bug isen't because the base game.
The strange thing is that i dont have any mod that actually changes the behaviour of the base exoskeleton, (Note: It also happens with other exoskeletons that are not in ...
The strange thing is that i dont have any mod that actually changes the behaviour of the base exoskeleton, (Note: It also happens with other exoskeletons that are not in ...