Search found 65 matches
- 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found out exactly why, but the common thread of this problem is an instance of Windows 10 that's several major versions out of date.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.
- 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?
- 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
- 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.
- 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...
- Fri Mar 08, 2019 11:24 pm
- Forum: Not a bug
- Topic: [0.17.5] Personal Bots Delayed Construction
- Replies: 23
- Views: 3451
- 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.
- 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.
Now you have to hook up the pipes that would carry water only when the refineries are set to advanced processing.
- 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.
- 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.
- 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...
- 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:
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.
(emphasis added)kovarex wrote:All remaining high res graphics graphics and final polish
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.
- 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 ...
- 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. 

- 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?
- 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.
- 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.
Or you can use something like FNEI to show you details of recipes and better figure out recipe chains.
- 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.
- 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
- 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.