well, not exactly: wood is in third tab but cannot work with modules.BurnHard wrote:The "intermediate products" have their own tab in the crafting window (engine symbol). Everything in that tab works with the modules.
Search found 174 matches
- Tue Sep 30, 2014 7:49 am
- Forum: Not a bug
- Topic: [0.10.12] misleading message on productivity modules use
- Replies: 9
- Views: 6358
Re: [0.10.12] misleading message on productivity modules use
- Mon Sep 29, 2014 5:53 pm
- Forum: Not a bug
- Topic: [0.10.12] misleading message on productivity modules use
- Replies: 9
- Views: 6358
[0.10.12] misleading message on productivity modules use
if I try to insert a productivity module into an assembly machine I receive the message "Production module is usable on intermediate products" If it is an error, I expect something like "is not usable..." further distinction between intermediate products and other is not clear an...
- Sun Sep 28, 2014 7:32 am
- Forum: Balancing
- Topic: About (raw) wood recipes
- Replies: 5
- Views: 11093
About (raw) wood recipes
Using deconstruction tool, I receive lot of raw wood, so I decided to do something with it and I started analyzing the recipes. both raw wood and wood have a stack size of 50, but every raw wood produces 2 woods, so basically from 1 stack of raw wood you obtain 2 stacks of wood. this is in contrast ...
- Thu Sep 25, 2014 10:15 am
- Forum: General discussion
- Topic: Would it be possible to change the colour of pollution?
- Replies: 9
- Views: 5927
Re: Would it be possible to change the colour of the polluti
There is a hackish way to change it: Take a look at image data/core/graphics/pollution-visualization.png. It is drawn over the map with 100% polution, or with some transparency when polution is not 100%. If you replace this image, then the polution visualisation can look however you like it. sorry ...
- Wed Sep 24, 2014 1:27 pm
- Forum: General discussion
- Topic: Would it be possible to change the colour of pollution?
- Replies: 9
- Views: 5927
Re: Would it be possible to change the colour of the polluti
There is a hackish way to change it: Take a look at image data/core/graphics/pollution-visualization.png. It is drawn over the map with 100% polution, or with some transparency when polution is not 100%. If you replace this image, then the polution visualisation can look however you like it. sorry ...
- Sun Sep 21, 2014 6:28 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Inconsistent behaviour on multi-stop trainstation
- Replies: 9
- Views: 2283
Re: [0.10.12] Inconsistent behaviour on multi-stop trainstat
if it can help, there were at least two discussions about that (see here)
- Sat Sep 20, 2014 6:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] peaceful mode - enemy not waking up
- Replies: 1
- Views: 829
[0.10.x] peaceful mode - enemy not waking up
Normally, in peaceful mode, if you don't attack enemies, they won't chase you.
But if you wear a personal laser defense device, it will fire at enemies, but they won't attack; they'll start attacking you only if you attack directly
But if you wear a personal laser defense device, it will fire at enemies, but they won't attack; they'll start attacking you only if you attack directly
- Fri Sep 19, 2014 11:28 am
- Forum: Wiki Talk
- Topic: (Re)Naming 2
- Replies: 7
- Views: 15112
Re: (Re)Naming 2
While I understand that where to put this thread can be an interesting discussion about how to moderate a forum, etc...,I'll focus on suggestion. For me proposed name changes are good (I don't think network has lot of meaning in these cases, so dropping the suffix it's ok). But I think you should no...
- Wed Sep 17, 2014 5:35 pm
- Forum: Not a bug
- Topic: [0.10.x] cannot remove entities while on vehicles
- Replies: 2
- Views: 1083
[0.10.x] cannot remove entities while on vehicles
While driving vehicles (train, car) I can place entities but I cannot remove them. Is it intended?
Would be nice if you can remove them, too, because sometimes you simply place entities wrongly and you have to stop the vehicle, get off, remove entities, get back on and continue.
Would be nice if you can remove them, too, because sometimes you simply place entities wrongly and you have to stop the vehicle, get off, remove entities, get back on and continue.
- Wed Sep 17, 2014 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.12] Deconst Tool - Amount of wood expected
- Replies: 1
- Views: 763
[0.10.12] Deconst Tool - Amount of wood expected
Maybe more a feature request than a bug but...
When using deconstruction tools on trees the amount of expected wood is not displayed; when you "mine" a tree manually expected amount of resources is displayed in sidebar.
When using deconstruction tools on trees the amount of expected wood is not displayed; when you "mine" a tree manually expected amount of resources is displayed in sidebar.
- Wed Sep 17, 2014 7:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] admin permission required during update
- Replies: 4
- Views: 1505
Re: [0.10.x] admin permission required during update
My game has been installed from zip package, in a c:\games directory.
Is there no way to check if elevated privilege is needed before starting the update process (other than checking specific installation path as already suggested)?
Is there no way to check if elevated privilege is needed before starting the update process (other than checking specific installation path as already suggested)?
- Tue Sep 16, 2014 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x] admin permission required during update
- Replies: 4
- Views: 1505
[0.10.x] admin permission required during update
I noticed it long ago but always forgot to report when you update the game, the UAC window appears asking for admin permission (I'm unable to capture the screen, but it's executing something like "stage 2" and "instruction.json") even if factorio is installed in a user writable f...
- Fri Sep 12, 2014 12:33 pm
- Forum: Gameplay Help
- Topic: How many chunks is a region made of?
- Replies: 7
- Views: 4817
Re: How many chunks is a region made of?
If you enable "debug - detailed info" you can see "cursor", "chunk" and "region". So I think it is that "region" OP is referring to. Because a chunk is 32 tiles long it seem logic to have a region 32 chunks long, but I never checked. It should be qui...
- Tue Sep 09, 2014 9:10 pm
- Forum: Off topic
- Topic: Anyone interessed to Amnesia: The Dark Descent ?
- Replies: 1
- Views: 5081
Anyone interessed to Amnesia: The Dark Descent ?
edit: key has been assigned. Hi, I've just bought the RPS Humble Bundle but I'm not interested to Amnesia: The Dark Descent (it's not my genre of game). Is anyone interested in receiving a free steam key for it? if it is the case, please PM me and I'll send the link. note: just if you have any doub...
- Tue Sep 09, 2014 7:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9][kovarex] inventory not sorted
- Replies: 3
- Views: 1218
Re: [0.10.9][kovarex] inventory not sorted
Savegame available here.
simply try to mine the chest with copper plates - mining will fail because inventory is almost full. have a look how in inventory copper plates are placed in last slot, not sorted.
simply try to mine the chest with copper plates - mining will fail because inventory is almost full. have a look how in inventory copper plates are placed in last slot, not sorted.
- Sun Sep 07, 2014 9:53 am
- Forum: Gameplay Help
- Topic: How to destroy rocks in sandbox games?
- Replies: 10
- Views: 17586
Re: How to destroy rocks in sandbox games?
back on topic... edit: even simpler - center stone in your vision range (more or less...), open console and type for _, entity in ipairs(game.findentitiesfiltered{area={{game.player.position.x-32, game.player.position.y-32},{game.player.position.x+32, game.player.position.y+32}}, name="stone-ro...
- Sat Sep 06, 2014 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9][kovarex] wrong number when mining items
- Replies: 1
- Views: 2392
[0.10.9][kovarex] wrong number when mining items
in thissavegame mine the beacon. it contains 2 modules, and I have 12 other modules in my inventory. the reported total when mined (16) is wrong.
- Fri Sep 05, 2014 8:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9][kovarex] killed defender capsule reported as robot
- Replies: 1
- Views: 685
[0.10.9][kovarex] killed defender capsule reported as robot
I lost defender capsules but they're reported as logistic robots.
- Fri Sep 05, 2014 8:20 pm
- Forum: Not a bug
- Topic: [0.10.9] splitter priority when joining
- Replies: 18
- Views: 10748
Re: [0.10.9] splitter priority when joining
I'm not sure I understand what you're saying is broken. Are you sure it's not because you're using splitters as joiners? (to me) splitters are meant to split income onto both output belts not join income onto one output belt (and that's why the results seem strange to you). I found lot of suggestio...
- Thu Sep 04, 2014 7:41 pm
- Forum: Not a bug
- Topic: [0.10.9] splitter priority when joining
- Replies: 18
- Views: 10748
[0.10.9] splitter priority when joining
Probably a know problem, but still I prefer to report result of my (small) test.
Usually splitter prefers left input for joining, but in two specific configurations it prefers Right one.
(letter next to exit transport belt is the side that have priority)
Usually splitter prefers left input for joining, but in two specific configurations it prefers Right one.
(letter next to exit transport belt is the side that have priority)