... of ammonia-based snowflakes but the closest I could find was this picture of carbon dioxide ones:
11-17-2024, 13-31-40.png
(Source: http://www.exo.net/~pauld/Mars/4snowflakes/martiansnowflakes.html )
But yeah, for clarity, my bug report is that the icon has 5 points when it should have 6 ...
Search found 21 matches: exo
Searched query: +exo
- Sun Nov 17, 2024 1:30 pm
- Forum: Not a bug
- Topic: Frozen snowflake icon is wrong
- Replies: 5
- Views: 1024
- Tue Oct 29, 2024 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] Quality Exoskeletons have increased power draw
- Replies: 3
- Views: 3083
[Rseding91] [2.0.12] Quality Exoskeletons have increased power draw
What did you do?
I made an Epic mech armour and filled it with 14 Epic exoskeletons and 2 Epic fission reactors, and a couple batteries. I then ran around in circles for a bit.
What happened?
The batteries drained unexpectedly.
What did you expect to happen instead? It might be obvious to you, but ...
I made an Epic mech armour and filled it with 14 Epic exoskeletons and 2 Epic fission reactors, and a couple batteries. I then ran around in circles for a bit.
What happened?
The batteries drained unexpectedly.
What did you expect to happen instead? It might be obvious to you, but ...
- Wed Oct 23, 2024 9:10 pm
- Forum: Not a bug
- Topic: [2.0.9]Bug : Exoskeleton not working in Power armor
- Replies: 2
- Views: 1367
Re: [2.0.9]Bug : Exoskeleton not working in Power armor
Thanks for the report. Can you please provide a save file showing the issue? Did you maybe turn off the exo skeletons (default key binding is ALT + E)
- Wed Oct 20, 2021 10:06 pm
- Forum: Not a bug
- Topic: [1.1.42] Unable to manually repair friendly unit type entities with repair kit
- Replies: 4
- Views: 2823
Re: [1.1.42] Unable to manually repair friendly unit type entities with repair kit
... have no limits imposed on a player being inside a vehicle.
This can seem counter-intuitive, especially with the spider looking kinda like a bigger exo-suite and ability to use capsules (grenades) just fine.
IIRC this had to do with players repairing each other's cars on the move or smth. Nano ...
This can seem counter-intuitive, especially with the spider looking kinda like a bigger exo-suite and ability to use capsules (grenades) just fine.
IIRC this had to do with players repairing each other's cars on the move or smth. Nano ...
- Sun Jan 10, 2021 5:27 pm
- Forum: Not a bug
- Topic: [1.1.8] Trying to place tiles with increased character speed skips placing
- Replies: 3
- Views: 2394
Re: [1.1.8] Trying to place tiles with increased character speed skips placing
Its not necessarily super speeds. It happens when running with power armor mk2 with exo skeletons and barely moving the mouse forward. It can also be triggered by building and moving the map in map view.
- Sat May 02, 2020 5:09 am
- Forum: Duplicates
- Topic: [0.18.21] Player character stuck in L-corner of pipes and can't move
- Replies: 2
- Views: 1750
- Mon Mar 23, 2020 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.6] Natives don't change their base attack plans when I am by car
- Replies: 8
- Views: 6483
[0.18.15] Natives don't change their base attack plans when I am by car
... 0.18.15.
It's possible to crush/attack raiding parties without retaliation against the player.
I've tried the following scenarios:
On foot (with exo skeletons)
In a Car
In a Tank
On each occasion, the biters do not deviate from their attack destination (my base) to attack me, even when provoked ...
It's possible to crush/attack raiding parties without retaliation against the player.
I've tried the following scenarios:
On foot (with exo skeletons)
In a Car
In a Tank
On each occasion, the biters do not deviate from their attack destination (my base) to attack me, even when provoked ...
- Thu Mar 05, 2020 3:57 am
- Forum: 1 / 0 magic
- Topic: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
- Replies: 9
- Views: 4587
Re: [0.18.10] Crash: PathFindAlgorithm::expandBaseNode
I was able to reproduce it by loading the attached save, and filling the pink engineer armor in inventory with reactors, exo and batteries over the next minute or so:
https://we.tl/t-GqwhdjKgEt
See below:
56.957 Error CrashHandler.cpp:619: Received SIGSEGV
Factorio crashed. Generating symbolized ...
https://we.tl/t-GqwhdjKgEt
See below:
56.957 Error CrashHandler.cpp:619: Received SIGSEGV
Factorio crashed. Generating symbolized ...
- Thu Sep 12, 2019 7:30 pm
- Forum: Not a bug
- Topic: [0.17.68] Some equipment prototype energy sources report incorrect buffer_capacity
- Replies: 4
- Views: 1588
Re: [0.17.68] Some equipment prototype energy sources report incorrect buffer_capacity
... dynamically set at equipment creation time based off the values of the given equipment.
For generators it's the power they produce per tick. For exo-skeletons it's the energy consumption * 10.
Can't their respective energy_source prototypes be at least made to report that same value? As it ...
For generators it's the power they produce per tick. For exo-skeletons it's the energy consumption * 10.
Can't their respective energy_source prototypes be at least made to report that same value? As it ...
- Thu Sep 12, 2019 7:27 pm
- Forum: Not a bug
- Topic: [0.17.68] Some equipment prototype energy sources report incorrect buffer_capacity
- Replies: 4
- Views: 1588
Re: [0.17.68] Some equipment prototype energy sources report incorrect buffer_capacity
Thanks for the report however that's working correctly.
The buffer_capacity for both of those are dynamically set at equipment creation time based off the values of the given equipment.
For generators it's the power they produce per tick. For exo-skeletons it's the energy consumption * 10.
The buffer_capacity for both of those are dynamically set at equipment creation time based off the values of the given equipment.
For generators it's the power they produce per tick. For exo-skeletons it's the energy consumption * 10.
- Mon Jul 22, 2019 2:27 pm
- Forum: Not a bug
- Topic: [0.17.58] Exoskeleton is not working in power armor mk2
- Replies: 5
- Views: 3874
Re: [0.17.58] Exoskeleton is not working in power armor mk2
Push the little ellipsis button on the top right of the right quickbar (the "shortcut bar"). You will then be able to see the other shortcuts and add/remove/reorder them. Verify the exo shortcut in both cases.
- Fri May 10, 2019 3:45 pm
- Forum: Not a bug
- Topic: [0.17.38] SOLVED Exoskeleton no longer increasing walking speed
- Replies: 4
- Views: 1969
[0.17.38] SOLVED Exoskeleton no longer increasing walking speed
... as normal in [0.17.37], also updated to [0.17.38] and verified that problem still exists.
What happened?
My movement speed is now as if the exoskeletons do not work at all.
What did you expect to happen instead?
I normally move much quicker.
Steps to reproduce?
Not sure. Load the ...
What happened?
My movement speed is now as if the exoskeletons do not work at all.
What did you expect to happen instead?
I normally move much quicker.
Steps to reproduce?
Not sure. Load the ...
- Fri Apr 05, 2019 4:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.25]New Russian font - ugly
- Replies: 3
- Views: 2640
Re: [17.25]New Russian font - ugly
I'm second on this. Lato wasn't perfect, but still much more better than Noto. I personally changed files in core/fonts to Exo 2 font which is very close stilystically but very poorly maintained. For example version in master of google fonts repo lacks multiplication sign( Γ ) widely used in Factorio ...
- Thu Feb 28, 2019 10:55 am
- Forum: Duplicates
- Topic: [0.17.1] Turning off exos in MP leads to powersliding
- Replies: 3
- Views: 993
Re: [0.17.1] Turning off exos in MP leads to powersliding
Sorry, did search.php?keywords=exo&fid%5B0%5D=7 and it didn't show 
- Thu Mar 08, 2018 5:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.28] Desync's
- Replies: 9
- Views: 7164
Re: [0.16.28] Desync's
I wasn't able to reproduce it on my own server with the script but I did confirm on the server that it happens near walls with/without exo's
- Wed Mar 07, 2018 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.28] Desync's
- Replies: 9
- Views: 7164
Re: [0.16.28] Desync's
Might be a seperate cause, I've yet to craft any exo's for mine and have been completely unequipped while desync's occured
- Fri Jan 27, 2017 3:35 pm
- Forum: Duplicates
- Topic: game crash
- Replies: 3
- Views: 2114
Re: game crash
... behemoth chasing me, but i was running , they hardly could be able to hit me, only spitters, and most of em was already dead, mostly bitters left.. my shield (mk2 armor, 6 exo 5 shield) was over 3/4 power, enough to take lot of damage.
anyway.. still, weird, but ..well..tks if its already fixed.. :P
anyway.. still, weird, but ..well..tks if its already fixed.. :P
- Tue Aug 30, 2016 12:39 am
- Forum: Not a bug
- Topic: game says 60fps but it feels laggy like 30
- Replies: 2
- Views: 1978
game says 60fps but it feels laggy like 30
... both in 720p60 to see the difference):
https://www.youtube.com/watch?v=nzl9JT2QldI
using version 0.12.35
)
fresh map, just cheated power armor+exo to run faster
fps and ups are at constant 60 but it feels like 30 sometimes
pls no "30fps is enough" debate, some people consider 30fps unplayable ...
https://www.youtube.com/watch?v=nzl9JT2QldI
using version 0.12.35
)
fresh map, just cheated power armor+exo to run faster
fps and ups are at constant 60 but it feels like 30 sometimes
pls no "30fps is enough" debate, some people consider 30fps unplayable ...
- Fri Jun 03, 2016 4:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
- Replies: 14
- Views: 8068
Re: Bug or Realism? The Flash in Factorio.
Awesome! And to think... I've been running around with only six exoskeletons. If I had known I could walk through walls with seven... :)
In general, the game seems to act a little weird when using multiple exo skeletons. For example, using only six exoskeletons, I cannot lay a consistent and ...
In general, the game seems to act a little weird when using multiple exo skeletons. For example, using only six exoskeletons, I cannot lay a consistent and ...
- Fri Jun 03, 2016 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
- Replies: 14
- Views: 8068
[0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
... in Factorio...
THE FLASH.
The Bug: Walking through walls.
I searched online, didn't find any mention of this.
How: If you have enough exo skeletons in your armor + have paths laid down.
Or
The faster you move, you begin to vibrate your molecules at an atomic level, allowing you to pass ...
THE FLASH.
The Bug: Walking through walls.
I searched online, didn't find any mention of this.
How: If you have enough exo skeletons in your armor + have paths laid down.
Or
The faster you move, you begin to vibrate your molecules at an atomic level, allowing you to pass ...