I just ran into the same problem, I don't remember having this problem in 1.16...
I would suggest a simple fix that shouldn't break anything: Instead of reducing pipes hitbox, why not reduce only underground pipes hitbox?
Search found 193 matches
- Fri Jul 31, 2020 9:46 am
- Forum: Minor issues
- Topic: [0.17.43] Weird corner pipe hitboxes
- Replies: 10
- Views: 3040
- Fri Jul 31, 2020 8:48 am
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 17839
Re: Version 0.18.37
I love this new blueprint library, but I just have few comments: -I though that "Select new content" for a blueprint was to add new content, not to replace current content by new content. -I tried to press C to cancel it... But this is not a cancel button... I suggest: -Rename the "Se...
- Sat Jul 25, 2020 8:27 am
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 44715
Re: Friday Facts #357 - Nuke
Very excited about the blueprint grid. Mirroring blueprint would be great. I often have to open my browser and go to this specific third party tool to mirror my blueprint, having it ingame (Ctrl-C, Ctrl-M) would be easier. But if I remember correctly, this suggestion has been rejected in the past be...
- Sat May 30, 2020 3:25 am
- Forum: News
- Topic: Friday Facts #349 - The 1.0 plan
- Replies: 59
- Views: 30290
Re: Friday Facts #349 - The 1.0 plan
Hype for a new updated trailer! The current trailer is amazing, even with old graphics. It looks row, mechanical. We can feel the brute force of logistic and automation. Do you plan to change it entirety? If it's too polished (like with too smooth camera moves, or map too big), it might not be as go...
- Sat Apr 18, 2020 12:34 am
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 21433
Re: Friday Facts #343 - Environmental particle effects
You don't have to respawn the vegetation every tick. You could apply the calculation just once every "day", I think it would be barely noticeable.
- Sat Feb 01, 2020 3:34 am
- Forum: Show your Creations
- Topic: [0.16] / [0.18] My 1000 science per minute casual "megabase"
- Replies: 10
- Views: 22491
Re: [0.16] My 1000 science per minute casual "megabase"
Hi there, with the speed change of belts in [0.17+], blue belts move 45 items/sec now instead of 40 in [0.16]. This improved throughput creates the new challenge of supplying fully compressed belts of items. To creates new blueprints, I used a custom set of rules and objectives: • Production of full...
- Sun Jan 26, 2020 1:10 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 62519
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Could we have a clarification on the fluids mechanics in a further FFF? A lot of things were announced if previous FFF, and it seems that almost everything is cancelled. What is going to happens to fluids now that Dominik, the author of FFF#260 - New fluid system has left the team? About the Campaig...
- Wed Jan 22, 2020 4:17 am
- Forum: Releases
- Topic: Version 0.18.0
- Replies: 87
- Views: 76967
Re: Version 0.18.0
Thanks for the water, trees, fixed color (+sliders), Inserter/belt performance, heat pipe performance, fluid pipe performance (even though I'm a bit confused about what is already updated, what will be updated soon/later/never) Can't wait to get in the game again! I also wanted to raise the issue of...
- Fri Dec 13, 2019 10:28 pm
- Forum: News
- Topic: Friday Facts #325 - New Explosions and Particles
- Replies: 54
- Views: 23982
Re: Friday Facts #325 - New Explosions and Particles
All of this looks very good to me. It helps with the feeling interacting with the terrain and entities. Although some previous comments makes a point, just remember that destruction doesn't happens often in an average game. All those new graphics, even if not perfect yet, looks good enough to me. In...
- Sat Nov 23, 2019 2:26 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29272
Re: Friday Facts #322 - New Particle system
Always happy to read your FFF. The 3 things I'm waiting for to continue playing: -Color update -New UI (at least character inventory menu, and others very used menus) -Fluid improvement Anyone knows when each of those could be ready? (few weeks / few months) Also, what have been updated yet with the...
- Thu Nov 21, 2019 9:59 am
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 11048
Re: Do anyone else build multiple quad Nuclear Reactors rather than one big one?
[...] Tileable reactor: reactor.png So I'm not the only one to use tileable nuclear setups. It's very similar to the one I built in my 1rpm base. In my thread you can find the blueprint for the "head" (the controller with very simple circuits) and the "body" parts (2x2). Pros: b...
- Wed Nov 20, 2019 4:06 am
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 73927
Re: Friday Facts #320 - Color correction
Thank you, this change is very welcomed. Before, I was forced to increase my monitor luminosity to 100% to have a clear view of my character's surroundings.
This change is not only graphical. For me, it's readability and it prevents headaches.
When will this change be effective?
This change is not only graphical. For me, it's readability and it prevents headaches.
When will this change be effective?
- Tue Apr 30, 2019 11:33 pm
- Forum: General discussion
- Topic: Forts or walls
- Replies: 28
- Views: 8762
Re: Forts or walls
I don't use outposts and I don't use much walls. I just add laser towers in my rail pattern. Rail_.png 0eNqV111vgjAUBuD/cq7B0PKl/IzdLssC2rgmfKWUZcbw31fQqdsafM+VQe3Toz2HvJypqkfVG91aKs6k9107UPF6pkEf27Ke37OnXlFB2qqGAmrLZr4ypa5pCki3B/VFhZiCp0vqclAmtKMxyj4sldNbQKq12mp12Xq5OL23Y1Mp4+ybMFi37fHDhsvuAfXd4FZ1...
- Wed Mar 13, 2019 10:15 pm
- Forum: General discussion
- Topic: Productivity module issue
- Replies: 5
- Views: 2050
Re: Productivity module issue
Why not buff the productivity by 0.001%?
Productivity module 1: 4% bonus becomes 4.00004% bonus
Productivity module 3: 10% bonus becomes 10.00010% bonus
4x Productivity module 3: 40% bonus becomes 40.00040% bonus
Productivity module 1: 4% bonus becomes 4.00004% bonus
Productivity module 3: 10% bonus becomes 10.00010% bonus
4x Productivity module 3: 40% bonus becomes 40.00040% bonus
- Wed Mar 13, 2019 9:59 pm
- Forum: General discussion
- Topic: [Poll] Battery graphics in 0.17
- Replies: 19
- Views: 5037
Re: [Poll] Battery graphics in 0.17
I think it's more difficult to see the batteries in a base. Check this screenshot, can you spot the battery lane as fast as you can spot the iron/copper/... lanes? belts_stuff2.png Maybe the problem is that the batteries (and the solid fuel by the way, is it a placeholder graphics?) have roughly the...
- Wed Mar 13, 2019 12:23 pm
- Forum: General discussion
- Topic: [Poll] Battery graphics in 0.17
- Replies: 19
- Views: 5037
[Poll] Battery graphics in 0.17
Nine month ago, the battery graphics was changed in 0.16.51 . Some people reacted to it because they didn't like the change. I would like to ask the players today: are you happy with the current battery design? Please vote without being influenced by other people's posts. You still can change your v...
- Mon Mar 11, 2019 10:21 pm
- Forum: Releases
- Topic: Version 0.17.10
- Replies: 18
- Views: 14631
Re: Version 0.17.10
Changes Changed landfilling result to be tile called "landfill" instead of tile called "grass-1". It looks the same for now, but it solves some unexpected behaviour. We might give it a custom graphics later on. (https://forums.factorio.com/67282) Existing blueprints containing &...
- Tue Mar 05, 2019 11:04 pm
- Forum: Not a bug
- Topic: [0.17.4] Belt Immunity always consume energy
- Replies: 1
- Views: 515
[0.17.4] Belt Immunity always consume energy
I saw that the belt immunity module still consume energy, even when I am not standing on a belt. I would expect that it consume energy only when standing on a belt, to compensate the movement. Others module items like exoskeleton, personal laser defense, shields and portable roboports only consume e...
- Thu Feb 28, 2019 1:11 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] There is inconsistency in research order
- Replies: 6
- Views: 4014
Re: [0.17.1] There is inconsistency in research order
Anyway I think pickaxe and belt immulity images are probably placeholders and should be updated later
- Wed Feb 27, 2019 12:44 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] intro too hard
- Replies: 104
- Views: 33712
Re: [0.17.1] intro too hard
When I reach 65% of the research, I noticed that my ammo production was too low. I shut down all my base except ammo production. I produced ammo for 30 min but I produced exactly as much as I consumed. The pollution didn't drop at all. I managed to win by rushing the end of the research as biters br...