The reactor in the starting base appears to be misaligned with the grid by about half a tile. I was going to build my radar next to it, and that's when I noticed.
Search found 132 matches
- Sun Mar 03, 2019 3:22 pm
- Forum: Not a bug
- Topic: [0.17.4] Damaged Reactor at start of tutorial is not aligned to grid
- Replies: 0
- Views: 416
- Sun Mar 03, 2019 3:11 pm
- Forum: Duplicates
- Topic: Tutorial Bug - Turret build / ammo load not detected
- Replies: 3
- Views: 1369
Re: Tutorial Bug - Turret build / ammo load not detected
I hit the same thing. I found a workaround though, which is to build a turret closer to your base (next to the iron ore patch worked for me), which does count toward the mission completion.
- Sun Mar 03, 2019 3:09 pm
- Forum: Not a bug
- Topic: [0.17.4] Basic electronic and Improved personal equipment share same effects in campaign
- Replies: 4
- Views: 1475
Re: [0.17.4] Basic electronic and Improved personal equipment share same effects in campaign
The difference is the improved personal equipment allows you to personally craft the recipes it shows; I don't think this one is actually a bug. Prior to that tech, you need an assembly machine to make intermediates.
- Sun Jan 06, 2019 1:23 pm
- Forum: Not a bug
- Topic: Miners that are direct-mining into trains don't go inactive when there is no train present
- Replies: 15
- Views: 7733
Re: Miners that are direct-mining into trains don't go inactive when there is no train present
From what I've read elsewhere unpowered buildings consume more update time than active but idle ones.
- Sun Jan 06, 2019 5:27 am
- Forum: Not a bug
- Topic: Miners that are direct-mining into trains don't go inactive when there is no train present
- Replies: 15
- Views: 7733
- Fri Jan 04, 2019 7:24 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64161
Re: Friday Facts #276 - Belt item spacing & Script rendering
Yes it is, if the value is a constant 8 it's full througput, if thoughput isn't full than it will fall to 7 or below. No that is detecting that the belt is full. That says nothing about throughput on the belt. Admittedly I've never needed to measure throughput as such, so I'm not sure when it would...
- Tue Dec 18, 2018 5:57 am
- Forum: Railway Setups
- Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
- Replies: 156
- Views: 94011
Re: [Experiment] Unloading 4 compressed blue belts per wagon.
Here is my submission to this thread:
Gif link: https://gfycat.com/GroundedWindingCod
Won't be balanced across chests when unloading though.
- Wed Nov 14, 2018 9:33 pm
- Forum: Not a bug
- Topic: Miners that are direct-mining into trains don't go inactive when there is no train present
- Replies: 15
- Views: 7733
Miners that are direct-mining into trains don't go inactive when there is no train present
https://i.imgur.com/FRbXMAc.jpg As can be seen in the above screenshot, inserters ready to load into a train go inactive when there isn't a train present. Depleted miners go into inactive state. However the mining drills (that still have ore) that are ready to direct-load into the train do not go i...
- Thu Nov 08, 2018 12:02 am
- Forum: News
- Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
- Replies: 120
- Views: 47597
Re: Friday Facts #267 - Experiments, Explosives & Extended tags
Since you're adding cliff explosives support to construction bots, is bot placed landfill going to be a thing in 0.17 as well? I recently built a train across an ocean, and that was an experience that could have been way better if shift-clicking my rail blueprint had placed landfill under it. I know...
- Sat Oct 13, 2018 2:51 am
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 44407
Re: Friday Facts #264 - Texture streaming
I don't know anything about texture rendering, but I do work with MPEG video regularly for my job. For those unfamiliar with it, one of the key things that MPEG video compression does (as compared to just image compression algorithms) is to perform difference operations between frames and only rende...
- Fri Oct 05, 2018 5:05 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38970
Re: Friday Facts #263 - Trains in blueprints
While we're talking about train schedule QoL improvements, can we add the ability to copy paste individual sections of train schedules? In conjunction with the above ability to rename items in the schedule, this would make it a lot nicer to build multiple trains with similar, but complicated schedu...
- Fri Oct 05, 2018 4:31 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 38970
Re: Friday Facts #263 - Trains in blueprints
This is great news, but I have a few questions: So I decided that we should extend blueprints to work with trains as well. Can we add cars/tanks/modded vehicles to blueprints also? Both of the trains in the blueprint will have the "Iron Mine X" -> " Smelting" schedule setup. Once...