Search found 122 matches
- Wed Jul 17, 2019 4:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.50] Technology "laser turret speed" doesn't increase DPS
- Replies: 3
- Views: 3507
Re: [posila] [0.17.50] Technology "laser turret speed" doesn't increase DPS
Thanks for taking the time to write up the bug report. It's fixed for 0.17.59 I am suprised more people didn't speak up about this, the bug nerfed laser turrets pretty hard. I took my time with this because idea of removing "laser shooting speed" tech was floating around, as the tech seem...
- Tue Jul 16, 2019 2:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics
- Replies: 4
- Views: 2153
- Tue Jul 16, 2019 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics
- Replies: 4
- Views: 2153
Re: [kovarex] [0.17.43] Probabilistic catalysts not counted correctly in production statistics
Production stats ARE important! :3 I have written a mod that periodically dumps them preceisely as I dislike the standard inpreceise ones you get in "p" and like to analyse the stats in excel/libeoffice sheets :) a mouse-over tooltip in "p" showing the preceise number would be aw...
- Sun Jul 14, 2019 9:36 pm
- Forum: Show your Creations
- Topic: "nice" (+vanilla) Train-to-Train (IronOre->Iron) smelting
- Replies: 0
- Views: 1562
"nice" (+vanilla) Train-to-Train (IronOre->Iron) smelting
All t2t smelters I have found so far, seem to use "ugly" hacks, like cars or mods to bridge the 1 tile gap when trying to smelt train to train. I am not sure if I just missed the obvious and "nice" solution to this so far and why noone ever posts or talks about it anywhere. Anywa...
- Sat Jul 13, 2019 11:08 am
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 36493
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
I do have one issue with the FFF though, in that people arbitraging the games across regions is being referred to as "regional fraud". This is pretty ridiculous, since it only stems from the store trying to sell the same digital product at different prices, effectively performing economic...
- Fri Jul 12, 2019 7:07 pm
- Forum: News
- Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
- Replies: 144
- Views: 36493
Re: Friday Facts #303 - Under 100 bugs (but still not stable)
This.Are you waiting for stable to play a new playthrough?
I dont want to start just to have the mapgen/reciepes change an update later forcing me to restart once again.
Once you declare a version stable, i expect these things to not change anymore.
- Thu Jul 11, 2019 8:51 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 16484
Re: A Case for Balancing Nuclear Power
No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the n...
- Wed Jul 10, 2019 8:23 pm
- Forum: Balancing
- Topic: A Case for Balancing Nuclear Power
- Replies: 83
- Views: 16484
Re: A Case for Balancing Nuclear Power
No, it's not "negligible", it's O(1), it's a fixed cost. UPS cost of solars is independant of the number of cells you have. THIS is why megafactories use it, and this is why nothing can beat for megafactories. No amount of optimization or buffing can make nuclear cost independant of the n...
- Wed Jul 10, 2019 6:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
- Replies: 13
- Views: 1721
Re: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
Here you go. (Still an issue with 0.17.55)
- Sun Jul 07, 2019 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.54] Crossing train tracks doesn't register as a single segment
- Replies: 5
- Views: 2380
- Sun Jul 07, 2019 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
- Replies: 13
- Views: 1721
[0.17.54] Sync mods with save: disabled mods show as "keep enabled"
When clicking Sync mods with save, it lists all my mods - even disabled ones - as active and allows me to "keep enabled" mods that are disabled (and in fact were not even ported to 0.17 (yet)) some-npp was an experiment in 0.16 which i still hjave not given up yet on, but that mod is defin...
- Sat Jul 06, 2019 5:05 pm
- Forum: Releases
- Topic: Version 0.17.54
- Replies: 55
- Views: 20358
Re: Version 0.17.54
I basically never play with sound and would like to have the ability to disable sound instead of installing PA. Especially because I am currently abroad (in .cz) and dont have the required roaming-data-plan to install PA+all its deps here, after updating factorio :( @systemd: if you ask me, it solve...
- Sat Jun 29, 2019 3:18 am
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 17221
- Tue May 21, 2019 5:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.42] hard crash: save -> unload mod -> restart -> load game -> crash
- Replies: 2
- Views: 1532
- Thu May 16, 2019 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.42] hard crash: save -> unload mod -> restart -> load game -> crash
- Replies: 2
- Views: 1532
[0.17.42] hard crash: save -> unload mod -> restart -> load game -> crash
Had some crashing issues when i tried to benchmark my builds. Traced it down to the not-loading of https://mods.factorio.com/mod/some-infinitychest The map had many other mods loaded before, but I re-saved it only with advanced infinity chest, as thats what seems to trigger the crash. Basically if y...
- Wed May 15, 2019 5:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.38] One inserter cost 20 UPS
- Replies: 6
- Views: 2477
Re: [0.17.38] One inserter cost 20 UPS
maybe, but it still may be a good idea to be able to wipe my own undo queue
- Wed May 15, 2019 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.38] One inserter cost 20 UPS
- Replies: 6
- Views: 2477
Re: [0.17.38] One inserter cost 20 UPS
Could the devs consider adding a /clear-undo-queue [<player>] command which would allow players to wipe their own undo queue and serevr admins to wipe a given player's undo queue?
plz?
plz?

- Fri May 10, 2019 8:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.38] crash when loading old save game (connection.target.circuitConnectorID == CircuitConnectorID(-1)
- Replies: 1
- Views: 273
[kovarex] [0.17.38] crash when loading old save game (connection.target.circuitConnectorID == CircuitConnectorID(-1)
It doesnt matter if you use no mods or sync mods with save.
it always results in a crash without crashdump.
it always results in a crash without crashdump.
- Fri Mar 22, 2019 4:37 pm
- Forum: News
- Topic: Friday Facts #287 - Just bugs again
- Replies: 26
- Views: 12650
- Mon Mar 11, 2019 9:29 pm
- Forum: Releases
- Topic: Version 0.17.11
- Replies: 13
- Views: 13027