Search found 368 matches
- Sun Apr 07, 2019 4:05 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
- Replies: 17
- Views: 7021
Re: [0.17.23] Cargo wagon won't open after curve (only pointing North)
I assume it's the rearmost position where a pump won't connect? Yep. From earlier troubles I've had pumps to connect, I expected no positions to work since the wagon isn't entirely on straight rail, but it's consistent. The only rotational inconsistency I see here is the graphical difference. Which...
- Sun Apr 07, 2019 3:50 am
- Forum: Not a bug
- Topic: [0.17.25] Coal deposits blinks on a minimap when char moves
- Replies: 10
- Views: 2659
Re: [0.17.25] Coal deposits blinks on a minimap when char moves
It's very subtle, but now that you point it out, I see it too. Depending on what speed I'm moving, and what the background landscape is, I can also see it in some of the other ores. However, I'm going to blame my eyes, my monitor, or maybe my video card, rather than Factorio. I see very similar flic...
- Sun Apr 07, 2019 2:39 am
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24701
Re: What mods are you using - and why?
I'm currently AngelBob-ing it, but I'll leave those aside except to mention ShinyAngelGFX and ShinyBobGFX. (And no, don't add Bob halfway through. Not if you like making — Oh, I don't know — green chips? Angel's Add-Ons should be fine, but core Angel would be similarly problematic.) Other things tha...
- Fri Apr 05, 2019 3:50 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
- Replies: 17
- Views: 7021
Re: [0.17.23] Cargo wagon won't open after curve (only pointing North)
I just checked clockwise rotation too, and it's the same as counterclockwise. The second cargo wagon on a north-bound train won't open, and only five of the six pump locations work on the second fluid wagon in all four directions. For what it's worth, if you remove the curved rail under the northbou...
- Fri Apr 05, 2019 3:21 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 501492
Re: Porter beginners questions
1) I believe so. You can confirm this by testing both scenarios for a minute or so and looking at the Pollution tab of the Production screen. (default hotkey 'P')
2) You can turn off your personal roboport using the buttons next to the quickbar.
2) You can turn off your personal roboport using the buttons next to the quickbar.
- Fri Apr 05, 2019 3:08 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
- Replies: 17
- Views: 7021
Re: [0.17.23] Cargo wagon won't open after curve (only pointing North)
Yes, but why is that wagon sitting on the curve tile when none of the other three are? And will it affect the fluid wagon pump attachment system? EDIT: Fluid wagons are consistent in all four orientations. Not what I expected, but consistent. There are six locations per side where a single pump can ...
- Fri Apr 05, 2019 2:55 am
- Forum: Gameplay Help
- Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
- Replies: 20
- Views: 6692
Re: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
I don't think there's any straightforward way since you can only check the charge level. You could measure the rate though using combinators. If the rate of depletion is the maximum of the system, then you're in a brownout scenario. I'm not sure this can be used to actually control the backup power...
- Wed Apr 03, 2019 12:43 pm
- Forum: Pending
- Topic: [Dominik] [0.17.24] Crash
- Replies: 5
- Views: 1383
Re: [0.17.23] Crash
Does it still happen in 0.17.24? If so, I'd post a log from 0.17.24 and the savegame.
- Wed Apr 03, 2019 1:21 am
- Forum: Gameplay Help
- Topic: Heat exchanger connection point(s) for heat pipes
- Replies: 1
- Views: 467
Re: Heat exchanger connection point(s) for heat pipes
It may not be perfectly accurate, but think of heat as a fluid and heat pipes as pipes. Heat only goes in at the center, just like steam only comes out of the center.
- Fri Mar 29, 2019 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.24] and [0.17.23] download links broken
- Replies: 17
- Views: 5920
Re: 0.17.23 download links broken
For me, "MS Windows (64 bit zip package)" and "MS Windows (64 bit exe installer)" can be downloaded, but the other two are 404. I'm in Indiana, USA, traversing via > tracert dcdn.factorio.com Tracing route to dcdn.factorio.com [45.56.70.196] over a maximum of 30 hops: 1 <1 ms 1 m...
- Fri Mar 29, 2019 6:45 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 116246
Re: Friday Facts #120 - Spidertron
This is, surprisingly, not true. You should read about something called "Project Orion".
- Fri Mar 29, 2019 6:42 pm
- Forum: Duplicates
- Topic: [0.17.21] Automatic updater fails updating to 0.17.23
- Replies: 2
- Views: 1076
[0.17.21] Automatic updater fails updating to 0.17.23
When I try to use the automatic updater to update from 0.17.21 to 0.17.23, it fails, telling me Update failed: [Confirm> (There is no reason given after the colon) The interesting bit is almost certainly 36.144 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.com/updater/get-availab...
- Thu Mar 28, 2019 6:24 pm
- Forum: Not a bug
- Topic: Research character logistics slots 3/4
- Replies: 1
- Views: 719
Re: Research character logistics slots 3/4
It looks to me like you're reporting that "Character logistic slots 4" can be researched before "Character logistic trash slots 3". Is that correct? If so, note that "Character logistic trash slots 3" contains the word 'trash', while "Character logistic slots 4&quo...
- Thu Mar 28, 2019 2:39 pm
- Forum: Technical Help
- Topic: [0.17.18] no updates available for auto update
- Replies: 3
- Views: 1059
Re: [0.17.18] no updates available for auto update
I'm guessing you don't have "Enable experimental updates" checked in the settings.
- Wed Mar 27, 2019 4:59 am
- Forum: Not a bug
- Topic: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
- Replies: 4
- Views: 817
Re: [0.17.21] Destroyed construction bot stops on_robot_built_entity propagation to other mods
however, the referenced "robot" in the event table would be to a non-valid entity. So, every mod needs to be prepared to receive events for invalid entities? This seems like a disaster waiting to happen. (One of the basic ground rules for programming is that all parameters must be valid. ...
- Wed Mar 27, 2019 4:46 am
- Forum: Technical Help
- Topic: Preview Menu Stuck Behind Preview Map (0.17.18)
- Replies: 1
- Views: 489
Re: Preview Menu Stuck Behind Preview Map (0.17.18)
0.17.18 has issues with screens that aren't at 100% or 200% scale. Try again in 0.17.21.
- Wed Mar 27, 2019 4:39 am
- Forum: General discussion
- Topic: Owner of Factorio looking for 0.17.1 to use Bobs Ores Mod with Bobs other mods (Solved)
- Replies: 6
- Views: 2344
Re: Owner of Factorio looking for 0.17.1 to use Bobs Ores Mod with Bobs other mods
What makes you think Bob's Ores is not compatible with Factorio 0.17.21? I just started a game in 0.17.21 with all of Bob's mods, and everything seems to be just fine.
- Tue Mar 26, 2019 4:22 pm
- Forum: Angels Mods
- Topic: Chemical inconsistency in recipes
- Replies: 4
- Views: 2361
Re: Chemical inconsistency in recipes
Huh. I'm not sure how I managed to miss that. For realism reasons, I'm now also of the opinion that the chlorine should be returned. Chlorine goes into making monochloramine, but none of it ends up in either hydrazine or dimethylhydrazine. Realistically, this means it all should come back out (as HC...
- Mon Mar 25, 2019 3:17 am
- Forum: Angels Mods
- Topic: Chemical inconsistency in recipes
- Replies: 4
- Views: 2361
Chemical inconsistency in recipes
Most chemical recipes follow the real-world versions pretty well, but I've found two recipes that do not have what I would consider the expected formulas. The recipe for monochloramine is 5 sodium hypochlorite plus 250 ammonia yields 50 monochloramine. In the real world, the synthesis is NH₃ + NaOCl...
- Mon Mar 25, 2019 12:34 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1215037
Re: Bugs & FAQ
As is being discussed in Development and Discussion thread, it appears that nothing works without Angels' Infinite Ores. If don't want the infinite ores, you can enable it and then use ChangeMapSettings to turn off the infinite ores.