Search found 96 matches
- Fri Apr 28, 2017 6:14 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503841
Re: Simple Questions and Short Answers
Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing ...
- Fri Apr 28, 2017 12:46 pm
- Forum: Releases
- Topic: Version 0.15.3
- Replies: 58
- Views: 38252
Re: Version 0.15.3
Thank you guys for your work. I love you.
- Wed Apr 26, 2017 10:00 pm
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 37679
Re: Version 0.15.2
Why nuclear reactor consumes fuel cells all time at the full rate regardless of load? Is it bug? No, it's not a bug. That's intentional so not to waste fuel you have to use the circuit network for controlled fuel input. But why is it working this way? With the same approach, regular boiler could co...
- Wed Apr 26, 2017 5:40 pm
- Forum: General discussion
- Topic: Getting rid of alien artifacts is a bad idea
- Replies: 74
- Views: 27440
Re: Getting rid of alien artifacts is a bad idea
Agreed with topic-starter. Harvesting alien artifacts was pretty fun point in the game. I think they may have their place in researches. For example, for some special upgrades that relevant bionic-technologies? For example, for advanced manipulators or advanced armor? There are lot of things invento...
- Wed Apr 26, 2017 3:07 pm
- Forum: Releases
- Topic: Version 0.15.2
- Replies: 50
- Views: 37679
Re: Version 0.15.2
Why nuclear reactor consumes fuel cells all time at the full rate regardless of load? Is it bug?
- Wed Apr 26, 2017 1:23 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503841
Re: Simple Questions and Short Answers
Hello, I've just started my nuclear power plant in 0.15 and it turned out that nuclear reactor consumes fuel cells at the same rate regardless of load. It consumes precious cells even at the daylight, when my solar panels are working. Is this bug or reactor's feature? Is there any description of how...
- Tue Apr 25, 2017 11:25 am
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 141194
Re: Version 0.15.0
Could somebody tell me why, please? It was pretty fun point to have non-automatable part of game.Removed alien artifacts and alien science packs from the game completely.
- Mon Apr 24, 2017 6:37 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 141194
Re: Version 0.15.0
As I remember, it was limiting further Factorio's developing and implementing new features.Tubbles wrote:I'm curious for the reason for this?HanziQ wrote:
- Removed support of 32 bit systems.
- Mon Apr 24, 2017 6:07 pm
- Forum: Duplicates
- Topic: [0.15.0] Resetting position in technology tree view
- Replies: 1
- Views: 591
[0.15.0] Resetting position in technology tree view
When I select an item in tech tree, my position in left list is resetting and it scrolls up to beginning. It's pretty hard to read all new techs because of this.
- Mon Apr 24, 2017 5:48 pm
- Forum: Releases
- Topic: Version 0.15.0
- Replies: 152
- Views: 141194
Re: Version 0.15.0
Hooray for release!
Is it for me, or hand mining (without tools) become harder? Instead of axe I crafted boiler to see it
Is it for me, or hand mining (without tools) become harder? Instead of axe I crafted boiler to see it
- Mon Apr 17, 2017 4:48 pm
- Forum: Implemented Suggestions
- Topic: Option to disable auto-repair by pers. roboport robots.
- Replies: 65
- Views: 22756
Re: Option to disable auto-repair by pers. roboport robots.
It's still a problem. Any mod or option to disable such behavior?
- Tue Jul 12, 2016 10:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 4792
Re: [MOD 0.12.x] Burners Only - no electricity mod!
All my plans are listed in 1st post. And I'm going to work on my mod further, when all the 13-hype will cool down and all major bugs will be fixed.ytsejam wrote:Any plans for a 0.13 update?
- Thu Jun 30, 2016 7:02 pm
- Forum: Duplicates
- Topic: [0.13.1] Wrong displaying research button in tech tree
- Replies: 4
- Views: 1284
Re: [0.13.1] Wrong displaying research button in tech tree
Sorry, and thank you for good job! Love you guys <3
- Thu Jun 30, 2016 5:59 pm
- Forum: Duplicates
- Topic: [0.13.1] Wrong displaying research button in tech tree
- Replies: 4
- Views: 1284
[0.13.1] Wrong displaying research button in tech tree
Hello,
I'm using Russian version of Factorio and on some technologies the "Start research" button pushed too much to right, as you can see. So I barely can click it.
I'm using Russian version of Factorio and on some technologies the "Start research" button pushed too much to right, as you can see. So I barely can click it.
- Wed Jun 29, 2016 4:25 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 193645
Re: Version 0.13.0
Isn't new map generator makes more enemies? Or they just expand so quickly?
- Mon Jun 27, 2016 8:53 pm
- Forum: Technical Help
- Topic: Factorio not detecting that I have the game?
- Replies: 13
- Views: 9626
[0.13] Insufficient membership
I wanted to test new mod portal system, but failed to login there. I have valid game in Steam and connected it to factorio account. But still in game I got this response:
Is it a bug, or I've done something wrong?- Tue Jun 21, 2016 7:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 4792
Re: [MOD 0.12.x] Burners Only - no electricity mod!
But radar? Yes, everything but Lamp, Radar, Roboport, Small Pump, and all the logic network elements buildings are burnerifyed. These buildings I hope will be fixed in 0.13 Factorio. If not, I will deal with them by myself. Radar is my point of investigation right now, because it is very essential ...
- Mon Jun 20, 2016 7:02 am
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 4792
Re: [MOD 0.12.x] Burners Only - no electricity!
If you made electric poles not connect to any other poles it would make it painful to use electricity, having to put power production right next to everything that needed power because you can't make the power travel any further than a single pole can reach. I removed all electricity sources from t...
- Sun Jun 19, 2016 1:27 pm
- Forum: Ideas and Requests For Mods
- Topic: No electricity, only burner energy mod?
- Replies: 9
- Views: 3443
Re: No electricity, only burner energy mod?
Ok, I finally made it viewtopic.php?f=94&t=26870
- Sun Jun 19, 2016 1:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Burners Only - no electricity mod!
- Replies: 8
- Views: 4792
[MOD 0.12.x] Burners Only - no electricity mod!
Burners Only Type: Mod Category: Gameplay Name: Burners Only Latest Version: 0.1.0 Latest Release: June 19, 2016 Tested-With-Factorio-Version: 0.12.35 Description: This mod removes electricity from the game. You feed all structures with fuel directly, just like burner mining drill or burner inserte...