Search found 174 matches

by Jupiter
Wed Feb 22, 2017 10:53 am
Forum: Not a bug
Topic: [0.14.22] Can build on trees
Replies: 3
Views: 2134

[0.14.22] Can build on trees

I just discovered this patch of my solar field: http://imgur.com/M29p9tH.png The bots just built stuff on top of the trees! The trees seem to be in between the panels and accums and I do have a mod that shrinks the hitbox of most entities... 0.002 2017-02-22 11:15:22; Factorio 0.14.22 (build 25342, ...
by Jupiter
Thu Nov 10, 2016 8:55 pm
Forum: 1 / 0 magic
Topic: [0.14.17] Error on updating
Replies: 3
Views: 1802

Re: [0.14.17] Error on updating

I have no idea what happened. It might have been system or hardware issue, or something special we didn§t expect. You can solve it by just re-downloading the newest version from the website. Upon starting the game it simply updated to the newest version so no problems here. Thanks for checking anyw...
by Jupiter
Sun Nov 06, 2016 10:57 am
Forum: 1 / 0 magic
Topic: [0.14.17] Error on updating
Replies: 3
Views: 1802

[0.14.17] Error on updating

I got this error while updating from 0.14.17 to 0.14.19: remove(p): invalid argument: operation not permitted 0.029 2016-11-06 11:49:12; Factorio 0.14.17 (build 25256, win64, alpha) 0.030 Operating system: Windows 10 (version 1511) 0.030 Program arguments: "C:\Program Files\Factorio\bin\x64\fac...
by Jupiter
Sat Oct 29, 2016 11:01 am
Forum: General discussion
Topic: Why is this train being stupid?
Replies: 22
Views: 8830

Re: Why is this train being stupid?

try putting a station before the unload stations (left of blue square) with a wait time of 0 seconds. trains should recalculate after the 0 second stop. I have used this technique in my previous game but it seems that it only works to a degree. This is because the trains will leave from that statio...
by Jupiter
Sun Oct 23, 2016 3:59 pm
Forum: General discussion
Topic: Why is this train being stupid?
Replies: 22
Views: 8830

Re: Why is this train being stupid?

At this point in the game I don't even get to use all the resources that I'm able to collect, so usually trains take a while to unload because the belts/furnaces to which they output are barely consuming anything. I've actually (on a different game) settled for something more traditional (train que...
by Jupiter
Sun Oct 23, 2016 1:49 pm
Forum: General discussion
Topic: Why is this train being stupid?
Replies: 22
Views: 8830

Re: Why is this train being stupid?

try putting a station before the unload stations (left of blue square) with a wait time of 0 seconds. trains should recalculate after the 0 second stop. I have used this technique in my previous game but it seems that it only works to a degree. This is because the trains will leave from that statio...
by Jupiter
Wed Oct 05, 2016 10:31 am
Forum: Not a bug
Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
Replies: 7
Views: 2313

Re: [0.14.10] Signals flashing after built by bot

You use a blueprint with only signals an then you managed to place the signals the wrong way round. Use a blueprint with rail integrated to prevent that. NaB. Uh, what are you talking about? I never placed signals on the wrong side of the track... Yes I have a blueprint with only signals but I only...
by Jupiter
Wed Oct 05, 2016 9:38 am
Forum: Mods
Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
Replies: 179
Views: 109133

Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics

When I approach biter nests no biters will spawn. I can safely stand next to a group of spawners or even shoot them without anything happening. It's only when I destroy a spawner that it spawns some biters (but that might be because of Swarm).
by Jupiter
Sun Oct 02, 2016 10:37 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 168
Views: 599754

Re: Accumulator / Solar panel ratio

All those calculations and the factor of 0.84 is based on assuming, that your factory needs constant power. But the truth is: that is never going to happen. I build it always so, that I use about 50% of the power. If I go over 50% I know I need eventually moa... :) Not constant, on average (over a ...
by Jupiter
Fri Sep 30, 2016 6:31 pm
Forum: Not a bug
Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
Replies: 7
Views: 2313

Re: [0.14.10] Signals flashing after built by bot

You use a blueprint with only signals an then you managed to place the signals the wrong way round. Use a blueprint with rail integrated to prevent that. NaB. Uh, what are you talking about? I never placed signals on the wrong side of the track... Yes I have a blueprint with only signals but I only...
by Jupiter
Fri Sep 30, 2016 4:27 pm
Forum: Not a bug
Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
Replies: 7
Views: 2313

Re: [0.14.10] Signals flashing after built by bot

This is interesting: http://imgur.com/2pZqdug.png The left signal is placed by hand. The right signal by bot. If you watch where the signal placement markers then you'll see that I can place them directly next to the one on the right but not next to the one on the left. This indicates that the signa...
by Jupiter
Fri Sep 30, 2016 10:31 am
Forum: Gameplay Help
Topic: Help a Future Factorio Professional
Replies: 14
Views: 3406

Re: Help a Future Factorio Professional

And bear in mind that it is quite normal to "outgrow" a base and need to tear it down and rebuild it bigger and better - I'm currently building my 3rd main bus in preparation for making rocket parts. I don't want to say you are doing it wrong but the point of a main bus is that it is exte...
by Jupiter
Thu Sep 29, 2016 7:01 pm
Forum: Not a bug
Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
Replies: 7
Views: 2313

Re: [0.14.10] Signals flashing after built by bot

Loewchen wrote:Please post the save file and the .ziped mod-folder.
The blueprint in question is the single blueprint in the quickbar (not the books).

EDIT: Forgot to mention, the flashing signals are a mix of having been built before or after the rail was built (around 50/50). Maybe this is important somehow.
by Jupiter
Thu Sep 29, 2016 5:54 pm
Forum: Not a bug
Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
Replies: 7
Views: 2313

[0.14.10] Signals flashing after built by bot [SOLVED]

When I let my bots build a blueprint containing signals some signals will be flashing afterwards.

Image

Replacing the signals afterward works (either by hand or by bot).

A bit above this station I have built the same blueprint and the exact same signals were flashing.
by Jupiter
Wed Sep 28, 2016 4:56 pm
Forum: Gameplay Help
Topic: Gunturret tooltip unclear + resistance mechanics
Replies: 2
Views: 873

Re: Gunturret tooltip unclear + resistance mechanics

Flat resistance is applied first, then percentage, both are taken into account. Also the second number in damage and shooting speed IS the bonus. So if you have a damage of 10 (+22) then your total damage bonus amounts to 22 damage and the weapon will deal 32 damage per hit. Ah oke. It's clear now ...
by Jupiter
Wed Sep 28, 2016 3:00 pm
Forum: Gameplay Help
Topic: Gunturret tooltip unclear + resistance mechanics
Replies: 2
Views: 873

Gunturret tooltip unclear + resistance mechanics

I have some questions regarding damage and turrets The tooltip of the gunturret says that is has a shooting speed of: "10 + 10/s" What do both numbers mean? Why are there 2 numbers at all? Are both numbers affected equally by shootingspeed upgrades? The tooltips of the piercing magazine sa...
by Jupiter
Tue Sep 27, 2016 9:41 pm
Forum: Gameplay Help
Topic: commands
Replies: 4
Views: 1690

Re: commands

ssilk wrote:There is a mod that enables to zoom more:
https://mods.factorio.com/mods/binbinhfr/Zoom
I was under the impression that mods also disable achievements
by Jupiter
Tue Sep 27, 2016 5:03 pm
Forum: Gameplay Help
Topic: Help a Future Factorio Professional
Replies: 14
Views: 3406

Re: Help a Future Factorio Professional

Not planning for expansion - Sure you only need 2 Electronic Circuit assemblers now. Just wait till later. Learn from your games how much of each component you need and plan accordingly. I want to expand upon this point a bit. Making a base expandable means to me: Design your production lines or bl...
by Jupiter
Tue Sep 27, 2016 4:43 pm
Forum: Gameplay Help
Topic: commands
Replies: 4
Views: 1690

Re: commands

I don't think that there are commands that do not disable achievements.
But maybe you can cut your blueprint in 2-4 smaller pieces and place them 1 by 1
by Jupiter
Mon Sep 26, 2016 5:12 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: I made it / few observations
Replies: 6
Views: 4860

Re: I made it / few observations

I wonder why you dislike the main bus approach because I find it to be a very clear and expandable (if you put everything in the right place) way of organizing things. I very much agree on number 6. On my own game with close to 200h of playtime I'm still at 98%-ish evolution (or did you mean 1%? In ...

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