Search found 14 matches
- Fri Nov 22, 2024 7:56 pm
- Forum: Not a bug
- Topic: [NOT A BUG - IGNORE] [2.0.20] Foundry with "set recipe" circuit control resets orientation somewhat randomly
- Replies: 8
- Views: 801
Re: [2.0.20] Foundry with "set recipe" circuit control resets orientation somewhat randomly
Made a short clip showing it:
2024-11-22 01-14-26 (1).webm
As you can see at first it's rotated correctly with the plates* and then wrong with the molten copper and then correctly with the plates again.
* shortly before this video the plates were also wrong and I manually rotated it ...
- Fri Nov 22, 2024 7:43 pm
- Forum: Not a bug
- Topic: [2.0.21] platform hub not reading liquid amount from circuit network
- Replies: 2
- Views: 273
Re: [2.0.21] platform hub not reading liquid amount from circuit network
Are you sure the setting to send circuit signals to the platform is enabled? Even time I've seen someone else have this problem, they forgot to enable that. Though I kind of wonder why that setting even exists since sending random signals to it does nothing unless the schedule has circuit conditions.
- Wed Nov 20, 2024 12:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.11] Roboports queue logic 2.0 not working
- Replies: 54
- Views: 8896
Re: [Genhis][2.0.11] Roboports queue logic 2.0 not working
Lakes = any area which doesn't have roboport coverage. The internal rule is that a robot is not allowed to pick the same roboport for charging twice if it didn't complete any tasks during that time. If such roboport is still considered to be the best candidate, the robot will search the whole ...
- Wed Nov 20, 2024 11:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
- Replies: 14
- Views: 6246
Re: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
After it will work like this:
Wall has 350 health
Medium asteroid hits wall wanting to do 100 damage
Wall takes 33~ damage due to resistances
Asteroid records "33 damage was used to damage the wall" but it didn't die so it used all 100 damage and reduces its remaining damage to 0 and dies ...
- Wed Nov 20, 2024 10:42 am
- Forum: Pending
- Topic: Objects forget their pipe orientation when copy pasted without an active recipe.
- Replies: 3
- Views: 414
Re: Objects forget their pipe orientation when copy pasted without an active recipe.
Does it still happen when the machine is connected to a circuit and set to set recipes? I reported the same thing a while back in https://forums.factorio.com/118463 and there should've been a fix for this specific case in 2.0.17 (and it seemed to work in my brief testing but I didn't test it ...
- Sun Nov 17, 2024 1:56 am
- Forum: Assigned
- Topic: [GFX] [2.0.19] "Make copper wire" icon has bad contrast on dark background
- Replies: 14
- Views: 1606
Re: [GFX] [2.0.19] New copper wire icon has bad contrast when used in tips&tricks
To add onto that, it's very strange that copper wire doesn't look anything like copper. I can understand if it's intentionally not copper-colored so colorblind people can more easily tell it apart from red and green wires, but there should at least be some middle ground where it's somewhat coppery ...
- Fri Nov 15, 2024 12:36 am
- Forum: Duplicates
- Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
- Replies: 4
- Views: 770
Re: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
Yes, that did cover about half of what I was talking about. I mentioned that the behavior is mainly a problem when the recipe changes due to circuit control or as a blueprint parameter. 2.0.17 fixed it for circuits and it seems to work fine with blueprint parameters as of some other update since I ...
- Wed Nov 13, 2024 1:04 am
- Forum: Releases
- Topic: Version 2.0.17
- Replies: 25
- Views: 13426
Re: Version 2.0.17
Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. (https://forums.factorio.com/121041)
Oof, that's annoying. I was hoping decider combinators would get that behavior since it's way more convenient. I'd much rather toggle the other color when setting up a ...
Oof, that's annoying. I was hoping decider combinators would get that behavior since it's way more convenient. I'd much rather toggle the other color when setting up a ...
- Mon Nov 11, 2024 10:32 pm
- Forum: Minor issues
- Topic: [2.0.15] Heat Pipe Temperature bug
- Replies: 8
- Views: 1029
Re: [2.0.15] Heat Pipe Temperature bug
What part of this behavior do you think is a bug? To me it looks like there's a 1° minimum temperature difference to transfer heat, which means the heating tower needs to be above 512° before all the heat exchangers in the screenshot can exceed 500° and make steam. Under load it will need an even ...
- Thu Nov 07, 2024 2:45 am
- Forum: Ideas and Suggestions
- Topic: Ability to read recipe craft time from crafting machines
- Replies: 4
- Views: 884
Re: Ability to read recipe craft time from crafting machines
I'd also like some way to get recipe time. It would probably make more sense for the selector combinator to have that as a mode like stack size and rocket capacity than for the machine itself to output it, but either way. In addition to multiplying requested ingredients by the number of times a ...
- Sat Nov 02, 2024 5:49 am
- Forum: Ideas and Suggestions
- Topic: Put autosaves in the same folder as the last related manual save
- Replies: 0
- Views: 250
Put autosaves in the same folder as the last related manual save
TL;DR
Autosaves should go in the same folder as the last manual save or the save the game was loaded from.
What?
It's easy to make a folder for manual saves, and that's great for grouping all the saves related to a certain world, session, modpack, etc. The problem is that autosaves always go ...
Autosaves should go in the same folder as the last manual save or the save the game was loaded from.
What?
It's easy to make a folder for manual saves, and that's great for grouping all the saves related to a certain world, session, modpack, etc. The problem is that autosaves always go ...
- Sat Nov 02, 2024 5:11 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34661
Re: Ability to craft lower quality with higher quality
+1 for this. The inability to use higher quality ingredients in place of lower quality or normal versions makes dealing with quality annoying if you're trying to make ingredients by any method other than recycling. Shoving excess in storage or recycling/destroying it feels wasteful and not quite ...
- Tue Oct 29, 2024 9:02 pm
- Forum: Duplicates
- Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
- Replies: 4
- Views: 770
[2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
The problem:
When blueprinting or copying an Assembling Machine 2 or 3, Foundry, or Electromagnetic Plant, whether the rotation of fluid connections is copied or not depends on the selected recipe. If it has no recipe selected or a recipe that doesn't involve fluids, the rotation isn't copied. If ...
When blueprinting or copying an Assembling Machine 2 or 3, Foundry, or Electromagnetic Plant, whether the rotation of fluid connections is copied or not depends on the selected recipe. If it has no recipe selected or a recipe that doesn't involve fluids, the rotation isn't copied. If ...
- Mon Apr 06, 2020 1:32 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 65974
Re: [0.18] Please post bugs and balance issues here.
The Metals, Chemicals and Intermediates mod has an issue where it breaks several other mods any time the modlist changes (including when any mod or Factorio itself updates). The effects I've personally seen are long reach mods having their effects reset, the Creative Mode crafting category ...