The Bug still seems to work in 0.16.13.Rseding91 wrote:Thanks for the report. It's now fixed for the next version of 0.16.
Search found 114 matches
- Thu Jan 04, 2018 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
- Replies: 14
- Views: 6606
Re: [v453000] [0.16.5] rail split block visualization graphical glitch
- Tue Jan 02, 2018 11:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
- Replies: 14
- Views: 6606
Re: [v453000] [0.16.5] rail split block visualization graphical glitch
Still works in 0.16.12
- Sun Dec 24, 2017 6:18 pm
- Forum: Duplicates
- Topic: [0.16.7] Fluid Wagon shows "Unknown key:'fluid-contents'"
- Replies: 1
- Views: 562
[0.16.7] Fluid Wagon shows "Unknown key:'fluid-contents'"
When hovering over a Fluid wagon that is not empty (tested with crude oil and water in it) below the storage volume the info bar says:"Unknown key:'fluid-contents'". I can't be sure if this is a bug or not but "Unknown key:'fluid-contents'" does not give me any information about ...
- Thu Dec 21, 2017 10:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
- Replies: 14
- Views: 6606
Re: [v453000] [0.16.5] rail split block visualization graphical glitch
Still works in 0.16.7
- Mon Dec 18, 2017 8:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
- Replies: 14
- Views: 6606
Re: [wheybags] [0.16.5] rail split block visualization graphical glitch
Still works in 0.16.6
- Mon Dec 18, 2017 2:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [v453000] [0.16.5] rail split block visualization graphical glitch
- Replies: 14
- Views: 6606
[v453000] [0.16.5] rail split block visualization graphical glitch
When building a rail constellation like shown in the picture and holding a rail signal, the train block visualisation shows the end of the (in this case yellow) block a second time right next to the rail (shown in the red box).
- Fri Sep 15, 2017 7:50 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 25346
Re: Friday Facts #208 - Tips and tricks improvement
Great Ideas! However, (I guess its not final anyways) I would change the boiler setup picture so that it doesnt have pipes between the boiler and steam engines. yes, its good to show the steam but I can imagine many new player wondering:"Why do I need pipes there? Why Can't I leave them out?&qu...
- Sat Sep 09, 2017 10:10 pm
- Forum: News
- Topic: Friday Facts #207 - Lua noise specification
- Replies: 45
- Views: 24434
Re: Friday Facts #207 - Lua noise specification
there will proobably make a poll yep, exactly what i thought :D Im really looking forward to the new world generation! My idea would be: Changing the biomes accordingly to the height levels that are generated by the noise function. So for example, there would be sand at levels just above water and ...
- Sun Sep 03, 2017 11:53 am
- Forum: Gameplay Help
- Topic: Furnaces and steam engines
- Replies: 4
- Views: 1823
Re: Furnaces and steam engines
Your setup has the right ratio but isnt very ealisy expandable so use a setup like the one Bauer explained. Here is an explanation why one pump can supply 20 boilers: As it says in the tooltip, one steam engine produces 900kw of electricity which is equal to the amount of power it takes: 900kw of po...
- Sun Sep 03, 2017 11:12 am
- Forum: Gameplay Help
- Topic: Play a new game without enemies
- Replies: 2
- Views: 4068
Re: Play a new game without enemies
Yes, use the resource settings as Koub said. When you turn off, pollution is also basically unnecessary to the game, so you can turn it off (it can be a lag problem in bigger factories with much pollution). To to that, in the world generator go to Advanced > Pollution and remove the cross at "E...
- Tue Aug 08, 2017 6:20 pm
- Forum: Duplicates
- Topic: [0.15.32] Game Crash when trying to load save game
- Replies: 2
- Views: 942
Re: [0.15.32] Game Crash when trying to load save game
Thanks for the report. You must have clicked on "Replay game" instead of "Load game". Crash when trying to load replay from save that doesn't contains replay data is fixed for 0.15.33: https://forums.factorio.com/51577 Oh, yeah, that probably happened. I Have replay turned off i...
- Sun Aug 06, 2017 8:08 pm
- Forum: Duplicates
- Topic: [0.15.32] Game Crash when trying to load save game
- Replies: 2
- Views: 942
[0.15.32] Game Crash when trying to load save game
1.What did you do? I opened my vanilla save game without having any mods enabled 2.What happened? the game crashed (a window popped up that said I should report in on the forums and i hope this is the right sub forum to do it) 3.What did you expect to happen instead? Pretty obvious in this case, I e...
- Fri Jun 30, 2017 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.25] robots trying to fill in ghosts on existing blocks
- Replies: 2
- Views: 1222
[0.15.25] robots trying to fill in ghosts on existing blocks
1. What did you do? I placed a substation (the bug seems to work with every other block every time as well), then marked it for deconstruction. It didnt get deconstructed because there were no bots in the network. then I placed a ghost substation over the deconstructed one and removed the deconstruc...
- Sun Jun 04, 2017 8:05 pm
- Forum: Not a bug
- Topic: [15.18] copper wire can't be blueprinted
- Replies: 3
- Views: 2099
Re: [15.18] copper wire can't be blueprinted
Ok, but I think it should really be implemented. I mean, its essential to have it connected at specific places in setups that use power switches.Rseding91 wrote:Copper wire isn't included in blueprints by design
- Sun Jun 04, 2017 6:33 pm
- Forum: Not a bug
- Topic: [15.18] copper wire can't be blueprinted
- Replies: 3
- Views: 2099
[15.18] copper wire can't be blueprinted
1.What did you do? I built a setup where copper wire had to be connected in a specific way which was not the way the wire automatically gets connected when placing power poles. Then I blueprinted the setup and put it into the blueprint library. 2.What happened? I went into a different map and took t...
- Tue May 16, 2017 6:49 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107724
Re: Perfect Reactor Logic? The perfect OCD compliant power plant
Ok let me add to this quote of yours... 1.tick: 1R input from "when O = 1 then R", 1R ouput because the 1R input is < 600 Yes. BTW "when O = 1 then R" is combinator D 2.tick: 1R ouput because of a 1R input because "when O = 1 then R" doesnt output anything anymore, how...
- Mon May 15, 2017 8:31 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107724
Re: Perfect reactor design? Completely controlled by combinators
Haha, sorry I just changes this logic! :D I could get rid of three combinators. (Aeternus was right. But he didnt knew why or didnt bother with telling me.) But maybe it is more easily understandable now: Tick generator is gone and the first combinator of the memory cell wasnt needed. I'll update t...
- Mon May 15, 2017 8:28 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107724
Re: Perfect reactor design? Completely controlled by combinators
Ok, this is probably my last question: why is the combinator set to output after 9 and not a smaller number?Distelzombie wrote:As long as R is bigger than 9 the output combinator ins outputting a empty-fuel-cell signal with value 100 into the requester chest
- Mon May 15, 2017 8:12 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107724
Re: Perfect reactor design? Completely controlled by combinators
Haha, sorry I just changes this logic! :D I could get rid of three combinators. (Aeternus was right. But he didnt knew why or didnt bother with telling me.) But maybe it is more easily understandable now: Tick generator is gone and the first combinator of the memory cell wasnt needed. I'll update t...
- Mon May 15, 2017 5:41 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 107724
Re: Perfect reactor design? Completely controlled by combinators
The green wire is connected to the input AND output of "when O > 0 then input count Everything". Sorry, but it doesnt seem to be like that in the blueprint. http://i.imgur.com/BGaJUdz.png The green wire is connected to the inputs of the two combinators, not to the input and output of one ...