Search found 348 matches
- Tue Oct 15, 2019 3:22 pm
- Forum: Won't fix.
- Topic: [0.17.69] Pipes do not exhibit flow animations when placed directly before eastern-facing pumps
- Replies: 6
- Views: 3121
Re: [Dominik][0.17.69] Pipes do not exhibit flow animations when placed directly before eastern-facing pumps
I believe this is caused by the update order of pipes. West wins and takes all the fluid it can. Then east updates and there's nothing (or almost nothing) to go east. IIRC pipes do not currently split fluids evenly. This is something that should fixed at some point in the future when the new fluid a...
- Sun Oct 13, 2019 4:37 pm
- Forum: Duplicates
- Topic: [0.17.69] Train stop connected circuit delay
- Replies: 2
- Views: 1090
Re: [0.17.69] Train stop connected circuit delay
There's essentially, a one tick delay between the train arriving and the contents being read by other things on the network. (It's more a read/write order issue, but other threads have more.) Here's another 'Not a Bug' thread about it: https://forums.factorio.com/viewtopic.php?f=23&t=62249 It de...
- Mon Oct 07, 2019 6:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.66] Biters Standing Around, Not Attacking (generally after being artilleried)
- Replies: 8
- Views: 4519
Re: [Oxyd] [0.17.66] Biters Standing Around, Not Attacking (generally after being artilleried)
I saw a lot of these gathering too. But in my case it happened without any artillery at all, hadn't built any yet. The only correlation I can find is they seem to get stuck more when the factory they're heading for is idle and not actively producing any pollution; but I'm probably imagining it. (On ...
- Fri Oct 04, 2019 5:32 pm
- Forum: News
- Topic: Friday Facts #315 - New test servers
- Replies: 69
- Views: 31899
Re: Friday Facts #315 - New test servers
lol. Thanks for the laugh, but that black one's a toolbox too. I'll bet money there's another red tab on the other side like on the green box.
- Fri Oct 04, 2019 5:29 am
- Forum: Not a bug
- Topic: [0.17.69] - Steam power production differences between turbines & engines
- Replies: 6
- Views: 1289
Re: [0.17.69] - Steam power production differences between turbines & engines
It isn't just for steam types too. Power generation is % of max for all producers in a given priority. Steam engines & turbines have the same priority so both are asked to perform at the same % to balance the load. What the generator has to consume to maintain that percentage is irrelevant. I kn...
- Thu Oct 03, 2019 6:35 pm
- Forum: Minor issues
- Topic: [0.17.69] Partially broken blueprint reference on quickbar.
- Replies: 1
- Views: 1265
[0.17.69] Partially broken blueprint reference on quickbar.
I found a way to make a blueprint in my toolbar appear usable, but not work when clicked. - Have both a blueprint & a blueprint book in your inventory. - Put the BP in your quickbar. - Move the BP to the book in your inventory. - Try to use the BP referenced in the quickbar. - Nothing happens on...
- Fri Sep 27, 2019 3:57 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 47067
Re: Friday Facts #314 - 0.17 stable
I agree, a belt tool shouldn't just connect ends, but there's a balance that's convenient without removing the puzzle: I rather like the way https://mods.factorio.com/mod/replicating-belts did this. Basically, you place two of these entities, and belts are auto-placed to fill the gap between them. I...
- Mon Sep 09, 2019 10:13 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212627
Re: Request: Generated stacks of ores should use multiple icons
A while back ores icons got extended to a random icon from a set to break up the monotomy of ores on belts. I noticed though that stacks of ores only have one icon. It would look better if the stacks would generate a set of stacks from the set of original icons so they get the same uneven look on b...
- Fri Sep 06, 2019 7:39 pm
- Forum: News
- Topic: Friday Facts #311 - New remnants 3
- Replies: 52
- Views: 27322
Re: Friday Facts #311 - New remnants 3
Most are recognizable, except a few of them: Assembling machines: It's just a pile of unrecognizable parts. I couldn't tell what it was till I compared it to the unbroken image. The shell of the assembly machines is the most recognizable part but none of those colored panels are left. It's just a pi...
- Wed Sep 04, 2019 11:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][0.17.68] Backspace, before an icon, removes the following character when it shouldn't.
- Replies: 1
- Views: 1997
[posila][0.17.68] Backspace, before an icon, removes the following character when it shouldn't.
This doesn't fit neatly into a title, or I'm not sure how to word it. When changing station names: - Have a station that starts with an icon. - Put the caret at the start of the station name. - Press backspace. This should have done nothing as the caret was already at position 0, but instead, it del...
- Wed Sep 04, 2019 6:21 pm
- Forum: Releases
- Topic: Version 0.17.68
- Replies: 8
- Views: 15088
Re: Version 0.17.68
Also includes a fix for "Chemical plant smoke animation choppy" but it didn't make it into the changelog:
viewtopic.php?f=11&t=75294
viewtopic.php?f=11&t=75294
- Mon Aug 26, 2019 5:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [gfx] [for 0.16] [0.15.1] Chemical lab pipe graphical issue
- Replies: 5
- Views: 4267
- Fri Aug 16, 2019 8:52 pm
- Forum: Releases
- Topic: Version 0.17.65
- Replies: 33
- Views: 20281
Re: Version 0.17.65
OK, but the exceeding 100% is exactly what I don't want. The goal is a normal mining process like in vanilla but with non-depleting deposits. Is this achievable in any form using the minimum and normal values? If I understand correctly what you wrote, it is necessary that minimum equals normal if t...
- Fri Aug 16, 2019 8:01 pm
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136931
Re: Version 0.17.60
I vaguely remember how I felt when first hitting oil all those many years ago. (IIRC I started around 0.7 or 0.8) I don't remember what I felt, but I do remember my solution: Storage tanks. I'd just put down a bunch or so leading out from the outputs I wasn't using and when they got full I removed &...
- Tue Jul 30, 2019 11:05 pm
- Forum: Won't implement
- Topic: Interface for reliable rail bridges with low UPS impact
- Replies: 9
- Views: 3722
Re: Interface for reliable rail bridges with low UPS impact
If the issue is the bboxs changing via mods, what about hard-coding a second rail item, hidden like loaders, that has no bbox? This wouldn't be changable via mods so it shouldn't cause a crash on loading. Then a mod like rail-bridge could make use of the hidden type without issue? Forgive me if I'm ...
- Fri Jul 12, 2019 3:02 pm
- Forum: Releases
- Topic: Version 0.17.56
- Replies: 44
- Views: 22213
Re: Version 0.17.56
You break my heart. Is there no compromise that keeps the Rail Bridge working?FactorioBot wrote: ↑Thu Jul 11, 2019 7:10 pmAll rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
- Fri Jun 14, 2019 4:24 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 26513
Re: Friday Facts #299 - Everything is more complex than expected
They've already fixed it for .50XBBX wrote: ↑Fri Jun 14, 2019 4:14 pmin case you guys missed train related bug from reddit
https://www.reddit.com/r/factorio/comme ... on_design/
viewtopic.php?f=30&t=71990
- Sat Jun 08, 2019 3:00 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387963
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I’m unwilling to start a new map, I’ve done what you’ve suggested on my testing map and on the menu that comes up when you first load it it says you can use a command to enable it if you press no. Any idea what the command is? In the zip: scripts/gui-menu.lua: -- Creates or destroys the Creative Mo...
- Fri Jun 07, 2019 2:43 pm
- Forum: Duplicates
- Topic: Crash when driving a train manually through rail signal [0.17.46]
- Replies: 2
- Views: 870
- Fri Jun 07, 2019 2:12 pm
- Forum: Duplicates
- Topic: [0.17.46] Game crashes when manually driving a train
- Replies: 7
- Views: 2283
Re: [0.17.46] Game crashes when manually driving a train
First log matches log in viewtopic.php?f=30&t=71662; resolved for next release.
I didn't check the others but I assume they're the same.
I didn't check the others but I assume they're the same.