Search found 480 matches

by Zaflis
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:
11-09-2024, 07-47-04.png
11-09-2024, 07-47-04.png (12.58 KiB) Viewed 24 times
by Zaflis
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...
by Zaflis
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 ...
by Zaflis
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...
by Zaflis
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

BlueTemplar wrote:
Wed Nov 06, 2024 1:30 pm
but you can't see what's in it.
Which, I would like to insist again, seems to be the core issue here ?
Well that's true but fluidbox behavior is ancient in the game, dating well before 1.0.
by Zaflis
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...
by Zaflis
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 ...
by Zaflis
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...
by Zaflis
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"...
by Zaflis
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.
by Zaflis
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.
by Zaflis
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.
by Zaflis
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...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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...
by Zaflis
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.
11-05-2024, 01-06-12.png
11-05-2024, 01-06-12.png (37.54 KiB) Viewed 191 times
by Zaflis
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.
by Zaflis
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.
by Zaflis
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 ...

Go to advanced search