Search found 65 matches

by coderpatsy
Thu Mar 14, 2019 3:56 pm
Forum: Not a bug
Topic: [0.17.9] Cannot save the game more than 3 times
Replies: 7
Views: 1697

Re: [0.17.9] Cannot save the game more than 3 times

I don't know if anyone found out exactly why, but the common thread of this problem is an instance of Windows 10 that's several major versions out of date. There's little incentive for Factorio devs to support that.
by coderpatsy
Tue Mar 12, 2019 4:47 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 72782

Re: [0.17] Please post bugs and balance issues here.

The other question is, why is there a pollution cleaning chip (don't know which kind by sight) in the ingredients without an amount or label? Is that a bug with FNEI or the recipe?
by coderpatsy
Sun Mar 10, 2019 9:10 pm
Forum: Questions, reviews and ratings
Topic: Looking for a single belt splitter
Replies: 2
Views: 727

Re: Looking for a single belt splitter

I've not tried it, but someone appears to have updated that for 0.17: https://mods.factorio.com/mod/Single-Splitter-new
by coderpatsy
Sun Mar 10, 2019 3:24 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.8] building status switching between working and low power
Replies: 4
Views: 1146

Re: [0.17.8] building status switching between working and low power

It has been fixed but the version with the fix has not been released yet. Hence this subforum.
by coderpatsy
Sun Mar 10, 2019 2:57 pm
Forum: Not a bug
Topic: [0.17.9] Upgrade Planner is sparse with visual cues
Replies: 6
Views: 705

Re: [0.17.9] Upgrade Planner is sparse with visual cues

I don't think there is one. Regardless, it's not a bad thing to report what you think is a bug even if it gets moved to not a bug. If I were one of the devs I'd be happy the player base is speaking up at all. I know I find myself not bothering to report bugs with other systems, assuming they're alre...
by coderpatsy
Fri Mar 08, 2019 11:24 pm
Forum: Not a bug
Topic: [0.17.5] Personal Bots Delayed Construction
Replies: 23
Views: 3451

Re: [0.17.5] Personal Bots Delayed Construction

Krusnik wrote: ↑
Fri Mar 08, 2019 8:43 pm
Even though those robots aren't in range of any logistic network to be repaired?
The robot queues are global. It doesn't matter which logistic networks the tasks are in, if any.
by coderpatsy
Sun Mar 03, 2019 7:23 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3700
Views: 714158

Re: Bugs & FAQ

It might be related to calculating raw ingredient totals? I vaguely remember seeing posts along those lines.
by coderpatsy
Sun Mar 03, 2019 4:48 pm
Forum: Duplicates
Topic: [0.17.4] fluid inputs should not set the fluid type in a pipe
Replies: 8
Views: 1138

Re: [0.17.4] fluid inputs should not set the fluid type in a pipe

It is still the same deliberate feature that was announced in FFF 275.

Now you have to hook up the pipes that would carry water only when the refineries are set to advanced processing.
by coderpatsy
Thu Feb 28, 2019 1:44 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.0] Laser tower beams affected by daylight (dark at night)
Replies: 16
Views: 3949

Re: [0.17.0] Laser tower beams affected by daylight (dark at night)

It's not a very big bug, all things considered. 0.17 just came out and there's a lot of other stuff to fix, including lots of crashes and rendering glitches. They'll get to it, be patient.
by coderpatsy
Thu Jan 31, 2019 4:55 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 93424

Re: Friday Facts #275 - 0.17 Science changes

I always thought the raw stone is the track ballast. That's not to say they can't still change the recipe if game balance warrants trumping realism, just what I assumed their reasoning was.
by coderpatsy
Fri Dec 28, 2018 7:16 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 93424

Re: Friday Facts #275 - 0.17 Science changes

Uranium: I'd like to suggest that uranium also be made relevant. As it stands, it's a cool resource that frequently serves little purpose - especially if you're megabasing with solar + biters off. You've mentioned how some changes are intended to "encourage" the player to try certain thin...
by coderpatsy
Fri Nov 16, 2018 4:25 pm
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 55738

Re: Friday Facts #269 - Roadmap update & Transport belt perspective

You accidentally a double word in the 0.18 plan:
kovarex wrote:All remaining high res graphics graphics and final polish
(emphasis added)

A very good FFF all around. Though I'm with others that it's somewhat sad if 1.0 means a long-term slowdown or even stop of development.
by coderpatsy
Tue Nov 13, 2018 7:30 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3738
Views: 931224

Re: Development and Discussion

Hello Arch666Angel (sorry for my bad english). Great work, its really good mod, i trying to use it with bobmod and it works. But... can you remove not working (but present in research tree and crafting) bob electrolysis, chemical furnace and other research and craftable stuff that not working with ...
by coderpatsy
Tue Nov 06, 2018 9:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3700
Views: 714158

Re: Bugs & FAQ

Awesome. I made my own local mod in the meanwhile, cause I'm not recalculating my plastic production. :P
by coderpatsy
Tue Nov 06, 2018 6:21 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3700
Views: 714158

Re: Bugs & FAQ

Toluene has no void recipe. Is this intended?
by coderpatsy
Thu Oct 25, 2018 3:48 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 393
Views: 98611

Re: [MOD 0.16] Miniloader

It's not new, and regular loaders behave the same way.
by coderpatsy
Tue Oct 23, 2018 3:22 pm
Forum: Bob's mods
Topic: Need some help with all the mods
Replies: 11
Views: 2839

Re: Need some help with all the mods

Multi-Product Recipe Details still works despite being deprecated.

Or you can use something like FNEI to show you details of recipes and better figure out recipe chains.
by coderpatsy
Sun Aug 26, 2018 7:35 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 219892

Re: [0.16.x] Bob's Mods: General Discussion

I just assumed that cobalt ore in the world wasn't "required for normal operation" of the mod pack since the other recipes exist. Then I enabled cobalt ore on my next world because I didn't want to manage getting it through recipe only.
by coderpatsy
Sun Aug 26, 2018 4:13 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 72706

Re: Feedback

A few people have come across that issue, but the devs have not been able to reproduce it. See for example viewtopic.php?t=61705 viewtopic.php?t=59807 viewtopic.php?t=58984
by coderpatsy
Sun Aug 26, 2018 3:11 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 219892

Re: [0.16.x] Bob's Mods: General Discussion

Cobalt ore needs to be checked in mod settings if you want to get it that way. Dunno if that's intended.

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