Search found 348 matches

by MasterBuilder
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...
by MasterBuilder
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...
by MasterBuilder
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 ...
by MasterBuilder
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

eradicator wrote:
Fri Oct 04, 2019 3:20 pm
Ok, the toolbox i understand. But why the jerrycan? :twisted:
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.
by MasterBuilder
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...
by MasterBuilder
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...
by MasterBuilder
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...
by MasterBuilder
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...
by MasterBuilder
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...
by MasterBuilder
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...
by MasterBuilder
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
by MasterBuilder
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

Re: [gfx] [for 0.16] [0.15.1] Chemical lab pipe graphical issue

V453000 wrote:
Mon Aug 26, 2019 4:09 pm
Fixed with the new chemical plant design.
And in "Resolved for the next release"

Does this mean we get new GFX in the next release?!

*Hype intensifies*
by MasterBuilder
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...
by MasterBuilder
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 &...
by MasterBuilder
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 ...
by MasterBuilder
Fri Jul 12, 2019 3:02 pm
Forum: Releases
Topic: Version 0.17.56
Replies: 44
Views: 22213

Re: Version 0.17.56

FactorioBot wrote:
Thu Jul 11, 2019 7:10 pm
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
You break my heart. Is there no compromise that keeps the Rail Bridge working?
by MasterBuilder
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

XBBX wrote:
Fri Jun 14, 2019 4:14 pm
in case you guys missed train related bug from reddit
https://www.reddit.com/r/factorio/comme ... on_design/
They've already fixed it for .50
viewtopic.php?f=30&t=71990
by MasterBuilder
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...
by MasterBuilder
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.

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