Search found 480 matches
- Sat Nov 09, 2024 5:48 am
- Forum: Bug Reports
- Topic: [2.0.13] Unable to upload to galaxy
- Replies: 1
- Views: 98
Re: [2.0.13] Unable to upload to galaxy
I had this happen too, i normally play in maximized windowed mode with desktop resolution 1920x1080, also UI scale is set to "manual 100%". I set game temporarily to fullscreen mode and these buttons appeared:
- Fri Nov 08, 2024 9:11 pm
- Forum: Bug Reports
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 25
- Views: 2942
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
The issue here isn't the EM plant whose recipe was changed, it was the electrolyte machine. The issue persists even with bot rebuilding. Try it yourself please, it is a little frustrating to be fighting to be believed. However, if you can see an obvious error I am not seeing, please let me know aft...
- Fri Nov 08, 2024 2:55 pm
- Forum: Bug Reports
- Topic: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
- Replies: 25
- Views: 2942
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
When I changed the recipe from electro science to the lightning collector it stopped working. When I tried to move it down so I could add a tank, the pipe fills with holmium solution... I could be wrong but if i guess correctly then the machine's internal fluid buffers do not reset when you change ...
- Wed Nov 06, 2024 5:31 pm
- Forum: Bug Reports
- Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
- Replies: 10
- Views: 259
Re: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled
One FFF mentioned that "enable/disable" was supposed to be the same as setting limit to 0 but it seems that the implementation was lost. In my test disabling a station will indeed not let a train to skip that station in its schedule. It has a blue warning icon for "Destination statio...
- Wed Nov 06, 2024 1:41 pm
- Forum: Not a bug
- Topic: Mixed fluids in electromagnetic plant setup
- Replies: 26
- Views: 947
Re: Mixed fluids in electromagnetic plant setup
Well that's true but fluidbox behavior is ancient in the game, dating well before 1.0.BlueTemplar wrote: ↑Wed Nov 06, 2024 1:30 pmWhich, I would like to insist again, seems to be the core issue here ?but you can't see what's in it.
- Wed Nov 06, 2024 1:26 pm
- Forum: Not a bug
- Topic: Mixed fluids in electromagnetic plant setup
- Replies: 26
- Views: 947
Re: Mixed fluids in electromagnetic plant setup
What about this? The holmium solution side of the EM plant was likely already contaminated by heavy oil. You can fix it by clicking the pipe and flush the heavy oil. Then even if you remove the pipe and place it back down again, no more heavy oil? It would be a case of fluid residing in the fluidbo...
- Wed Nov 06, 2024 12:39 pm
- Forum: Pending
- Topic: [2.0.7] Map zoom level is not saving
- Replies: 14
- Views: 663
Re: [2.0.7] Map zoom level is not saving
The order would be: Open map Zoom in Close map Press back key (remote view is opened to same position and zoom as step 2) Because the character view is part of your view history. There is no UI button for back key, also Mouse-4 to me drops 1 item to ground or in machine as i've set it. In any case ...
- Wed Nov 06, 2024 12:30 pm
- Forum: Gameplay Help
- Topic: Flush fluids with automation?
- Replies: 6
- Views: 314
Re: Flush fluids with automation?
I'm having trouble figuring out what the fluid pumps "filter" purpose is for - if we can't ever mix fluids to begin with, what's the point of the fluid filter? Even if there is only 1 type of fluid at the time, you can have several filtered pumps taking different ones out to different dir...
- Tue Nov 05, 2024 7:01 pm
- Forum: Pending
- Topic: [2.0.7] Map zoom level is not saving
- Replies: 14
- Views: 663
Re: [2.0.7] Map zoom level is not saving
This is working as intended. Every time Remote View (previously "map") is opened from the hot key or by clicking the minimap, the zoom level is reset to the same default level. However, with Factorio 2.0, new navigation controls have been added for "Back" and "Forward"...
- Tue Nov 05, 2024 3:19 pm
- Forum: Bug Reports
- Topic: Changing Recipe on Foundry leaks molten fluids
- Replies: 2
- Views: 140
Re: Changing Recipe on Foundry leaks molten fluids
You can click on pipe and then the trashcan to flush (void) the fluids you don't want in it. When using mixed fluid pipes you can use pumps that have filters in, to prevent wrong fluid ending up where it don't belong.
Also foundry too has an internal fluid buffer.
Also foundry too has an internal fluid buffer.
- Tue Nov 05, 2024 3:14 pm
- Forum: Assigned
- Topic: [raiguard][2.0.14] Electrolyte is replenished without having a source
- Replies: 4
- Views: 242
Re: [2.0.14] Electrolyte is replenished without having a source
It's no secret, you can see the internal fluid boxes from the source at:
Factorio\data\space-age\prototypes\entity\entities.lua
Line 1660 starts "electromagnetic-plant".
There should be 4 fluid boxes, volumes 200, 200, 100 and 100. They are necessary for the plant's operation.
Factorio\data\space-age\prototypes\entity\entities.lua
Line 1660 starts "electromagnetic-plant".
There should be 4 fluid boxes, volumes 200, 200, 100 and 100. They are necessary for the plant's operation.
- Tue Nov 05, 2024 3:05 pm
- Forum: Bug Reports
- Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
- Replies: 10
- Views: 259
Re: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled
I'll just add that it was always (and should still be) feasible to make normal train schedule that runs same name stations like A -> A -> A ..., and it would drive in a loop as expected. If interrupts do differently then i don't know. Just thought to mention.
- Tue Nov 05, 2024 1:10 pm
- Forum: Not a bug
- Topic: [2.0.14] Train condition on fueling doesn't pass
- Replies: 1
- Views: 140
[2.0.14] Train condition on fueling doesn't pass
I have a train on Nauvis that has interrupt to go for refueling. It has only one leaving condition that is "All locomotives fully fuelled". It was stuck there some time after i upgraded the station to use nuclear fuel instead of rocket fuel, so it had nuclear fuel in 2 slots and odd 7 rock...
- Tue Nov 05, 2024 11:46 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1759
- Views: 581019
Re: Simple Questions and Short Answers
I don't believe you can set any "Hold at least this many items in hub before sending them to planet". But you say treating hub as a mainbus is elegant, i say it is the opposite :roll: Do you not encounter the issue where items flash in and out of the hub storage when it's used as platform...
- Tue Nov 05, 2024 12:59 am
- Forum: Gameplay Help
- Topic: read belt content as numeric value?
- Replies: 5
- Views: 194
Re: read belt content as numeric value?
It's too complicated for me ;) You always have the option to throw excess items out of the platform into space. I fill the belt to the brim with asteroids and throw out the ones that i have most on the whole belt. One selector combinator is enough for that. Later i use the asteroid refining recipe t...
- Tue Nov 05, 2024 12:51 am
- Forum: Gameplay Help
- Topic: Use construction bots to do stuff with no provider/buffer chests in the network?
- Replies: 11
- Views: 333
Re: Use construction bots to do stuff with no provider/buffer chests in the network?
So you have a construction bot holding a storage chest (yellow one), and you have a storage chest ghost next to it, and it won't place it down? Edit: I tried this in editor mode and it worked. 11-04-2024, 22-11-36.png I have an assembler where I've requested red circuits by placing ghost items in i...
- Mon Nov 04, 2024 11:07 pm
- Forum: Gameplay Help
- Topic: read belt content as numeric value?
- Replies: 5
- Views: 194
Re: read belt content as numeric value?
Would this work? Read belt and set it as blacklist filter to inserter, so it will move anything BUT the items on belt. You might not need an enable condition because it shouldn't move anything if they are all blacklisted.
- Mon Nov 04, 2024 11:02 pm
- Forum: Gameplay Help
- Topic: Floating point constant values?
- Replies: 2
- Views: 113
Re: Floating point constant values?
If you do percentage calculation, multiply first and then divide. Not the other way around.
- Mon Nov 04, 2024 10:54 pm
- Forum: Gameplay Help
- Topic: How do I use something in the spidertrons trash slot in remote view?
- Replies: 1
- Views: 56
Re: How do I use something in the spidertrons trash slot in remote view?
If the spidertron carried a roboport, stack of logistics bots and 1 storage chest, it could sort the trash slots out. Then deconstruct them to move again.
- Mon Nov 04, 2024 9:58 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1759
- Views: 581019
Re: Simple Questions and Short Answers
I'm at my wit's end here trying to get my space platform and landing pad to work together. In a nutshell, I want to set a minimum value for something on the space platform, let's say iron ore, and a maximum value for that same thing in the landing pad. That way, I always have an immediately usable ...