Search found 86 matches
- Tue Aug 09, 2022 5:57 pm
- Forum: Ideas and Suggestions
- Topic: Prevent infinite cycles of Spitters
- Replies: 3
- Views: 1255
Re: Prevent infinite cycles of Spitters
I don't think this needs to change. If you don't deal with the enemy, it makes sense that it will keep attacking. Counter-suggestion: fix your wall so that it doesn't have blind spots.
- Tue Jul 19, 2022 5:06 pm
- Forum: Ideas and Suggestions
- Topic: Add units and axis to the production statistics
- Replies: 3
- Views: 1465
Add units in production/elecric graph tooltips
Right now the tooltips require some deciphering.
- Tue Jul 19, 2022 4:25 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 10118
Re: please do not use floating point value in Factorio
That said, this should have no bearing on jooe's report as their system is producing ~100 fluid per second. Indeed, at 100/s flow rate any pipe that can handle it (i.e. up to 2.4km) seems to not have any problems. On a hunch, I also tested 100/m input flow and got the following: L | outflow (/m) 1 ...
- Mon Jul 18, 2022 6:16 pm
- Forum: Gameplay Help
- Topic: please do not use floating point value in Factorio
- Replies: 29
- Views: 10118
Re: please do not use floating point value in Factorio
I did a trivial test and can confirm fluid loss: viewtopic.php?f=7&t=102921
- Mon Jul 18, 2022 6:15 pm
- Forum: Minor issues
- Topic: [1.1.61] Fluid loss in long pipes at low volume
- Replies: 2
- Views: 1526
[1.1.61] Fluid loss in long pipes at low volume
Setup: about 600 pipes between two assemblers
- add 1 barrel into unbarreling machine
- open the pipe
- observe fluid system contents drop over time, destroying fluid (increase game speed as needed)
The output machine is required, a standalone pipe does not lose fluid.
Reproduction:- add 1 barrel into unbarreling machine
- open the pipe
- observe fluid system contents drop over time, destroying fluid (increase game speed as needed)
The output machine is required, a standalone pipe does not lose fluid.
- Fri Jun 24, 2022 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Auto-sort chests when player opens inventory
- Replies: 10
- Views: 6380
- Mon May 30, 2022 5:03 pm
- Forum: General discussion
- Topic: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
- Replies: 8
- Views: 4071
Re: Alt-F4 #61 - Draftsman: A Python module for creating blueprints
Wube decided that that exploit wasn't worth fixing, but they might change their minds if it becomes too frequent ? I think it would be a straight value-add if the functionality of setting arbitrary item requests in blueprints was available in-game. The fact that it is only available for modules and...
- Mon Apr 11, 2022 9:11 pm
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 2055
Re: How to see beneath construction/logistic bot module icon?
As a workaround, you can use recipe icons in the map view to quickly check what you are looking at.
- Sun Apr 03, 2022 6:02 pm
- Forum: Implemented in 2.0
- Topic: Deconstruct landfill
- Replies: 24
- Views: 14450
Re: Deconstruct landfill
With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion. Why? I was under the impression that the main problem with creation of water (landfill or not) is that it's a cheap indestructible defense mechanism. If enemies don't care, it should no longer apply.
- Sun Apr 03, 2022 2:16 pm
- Forum: Implemented in 2.0
- Topic: Deconstruct landfill
- Replies: 24
- Views: 14450
Re: Deconstruct landfill
With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion.
- Sat Mar 19, 2022 9:41 pm
- Forum: Gameplay Help
- Topic: Furnace internal buffer
- Replies: 10
- Views: 3641
Re: Furnace internal buffer
Also another question which I’ve tried working out but can’t. How many green circuit assemblers do I need to fill a yellow belt? Thanks All the needed information is in the tooltips, let's find out: - the recipe says it takes 0.5 seconds, meaning 2 crafts per second with crafting speed 1 - multiply...
- Thu Feb 24, 2022 6:47 pm
- Forum: Technical Help
- Topic: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
- Replies: 3
- Views: 1291
Re: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
Can't reproduce, are you sure your upstream dns is working correctly? Try a different server.
- Tue Feb 15, 2022 7:25 pm
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2593
Re: Bug? - Deconstruction Flag Removed
Weird to find out about this mechanic from a random thread. Doesn't seem to be documented anywhere else.
- Sun Jan 23, 2022 6:06 pm
- Forum: Not a bug
- Topic: 1.1.53 tutorial bug
- Replies: 5
- Views: 1682
Re: 1.1.53 tutorial bug
It does say "the" (for all the steps), but not all languages have this mechanic.
- Sun Jan 23, 2022 3:48 pm
- Forum: Not a bug
- Topic: 1.1.53 tutorial bug
- Replies: 5
- Views: 1682
Re: 1.1.53 tutorial bug
Well, you can misinterpret the instructions in the same way on earlier steps too, like build your own boiler or steam engine and do things with those. Perhaps, adding an arrow pointing exactly at the machines the instructions are talking about would reduce ambiguity.
- Fri Jan 21, 2022 6:44 am
- Forum: Gameplay Help
- Topic: Find Game finish time on old saved game
- Replies: 2
- Views: 1064
Re: Find Game finish time on old saved game
In the production statistics, you should be able to see how long ago was the first consumption of a satellite (assuming you launched the first rocket with a satellite), or how long ago you started producing rocket parts. Substracting this from the total playtime should give you an aprroximate answer...
- Thu Jan 20, 2022 8:39 pm
- Forum: Not a bug
- Topic: [1.1.53] Ammo that can't be used with handheld guns can still be inserted into character ammo slots
- Replies: 3
- Views: 1497
[1.1.53] Ammo that can't be used with handheld guns can still be inserted into character ammo slots
Artillery and cannon shells can be inserted into character ammo slots (with empty gun slot). After this, gun slot tooltip changes to just "Gun" with no options.
- Sun Jan 09, 2022 6:47 pm
- Forum: Modding discussion
- Topic: Rail Combinator Signals
- Replies: 1
- Views: 982
Re: Rail Combinator Signals
You could use the train pathfinder to check whether there is a continuous rail. Add a dummy branch on one side with a locomotive behind a force-closed signal. On the other end, add a station with a unique name, and add the station to the locomotive's schedule. Enable "read train count" on ...
- Mon Jan 03, 2022 11:57 pm
- Forum: Not a bug
- Topic: [1.1.49] Rocket Parts without silo researched
- Replies: 5
- Views: 2374
Re: [1.1.49] Rocket Parts without silo researched
The recipe for rocket parts should be shown in tech screen as it is, as that should give the relevant info, regardless of the possible fakeness of existence of that recipe in the first place - there is no way to select that recipe in any building, rocket silo has it predefined every time, and thus ...
- Sat Dec 18, 2021 9:57 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 3658
Re: I need to make cogs... (How should I?)
Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. True, but these days it's really not important. This was a huge issue when military science needed many turrets and chemical science mining drills or assembly machines. The amou...