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 ...
Search found 174 matches
- Wed Feb 22, 2017 10:53 am
- Forum: Not a bug
- Topic: [0.14.22] Can build on trees
- Replies: 3
- Views: 3166
- Thu Nov 10, 2016 8:55 pm
- Forum: 1 / 0 magic
- Topic: [0.14.17] Error on updating
- Replies: 3
- Views: 2587
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 ...
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 ...
- Sun Nov 06, 2016 10:57 am
- Forum: 1 / 0 magic
- Topic: [0.14.17] Error on updating
- Replies: 3
- Views: 2587
[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 ...
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 ...
- Sat Oct 29, 2016 11:01 am
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 12546
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 ...
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 ...
- Sun Oct 23, 2016 3:59 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 12546
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 ...
I've actually (on a different game) settled for something more traditional (train ...
- Sun Oct 23, 2016 1:49 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 12546
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 ...
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 ...
- 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: 3223
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 ...
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 ...
- Wed Oct 05, 2016 9:38 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 145015
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).
- Sun Oct 02, 2016 10:37 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 174
- Views: 742647
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 ...
Not constant, on average (over ...
- 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: 3223
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 ...
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 ...
- 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: 3223
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 ...
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 ...
- Fri Sep 30, 2016 10:31 am
- Forum: Gameplay Help
- Topic: Help a Future Factorio Professional
- Replies: 14
- Views: 4994
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 extensible ...
I don't want to say you are doing it wrong but the point of a main bus is that it is extensible ...
- 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: 3223
Re: [0.14.10] Signals flashing after built by bot
The blueprint in question is the single blueprint in the quickbar (not the books).Loewchen wrote:Please post the save file and the .ziped mod-folder.
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.
- 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: 3223
[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.

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.

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.
- Wed Sep 28, 2016 4:56 pm
- Forum: Gameplay Help
- Topic: Gunturret tooltip unclear + resistance mechanics
- Replies: 2
- Views: 1319
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 ...
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 ...
- Wed Sep 28, 2016 3:00 pm
- Forum: Gameplay Help
- Topic: Gunturret tooltip unclear + resistance mechanics
- Replies: 2
- Views: 1319
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 says it ...
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 says it ...
- Tue Sep 27, 2016 9:41 pm
- Forum: Gameplay Help
- Topic: commands
- Replies: 4
- Views: 2443
Re: commands
I was under the impression that mods also disable achievementsssilk wrote:There is a mod that enables to zoom more:
https://mods.factorio.com/mods/binbinhfr/Zoom
- Tue Sep 27, 2016 5:03 pm
- Forum: Gameplay Help
- Topic: Help a Future Factorio Professional
- Replies: 14
- Views: 4994
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 ...
- Tue Sep 27, 2016 4:43 pm
- Forum: Gameplay Help
- Topic: commands
- Replies: 4
- Views: 2443
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
But maybe you can cut your blueprint in 2-4 smaller pieces and place them 1 by 1
- Mon Sep 26, 2016 5:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I made it / few observations
- Replies: 6
- Views: 6113
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 ...
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 ...