Search found 38 matches
- Sat Mar 14, 2020 10:24 am
- Forum: General discussion
- Topic: Question: what settings are used to start game to make mega base?
- Replies: 25
- Views: 13786
Re: Question: what settings are used to start game to make mega base?
But the resource areas really only take about 40 mining machines and seem like they won't last all that long .... On a "default" start, your initial ore patches will provide enough raw materials to get the starter base/mall and science research up to blue science. By that stage you should...
- Tue Mar 10, 2020 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.10] Watch your step achievement popup missing
- Replies: 4
- Views: 2831
Re: [0.18.10] Watch your step achievement popup missing
This has been missing since before 0.18 - I noticed it when going for an all achievement run in 0.17
Suspect that it gets trumped by the "You're dead" event.
Suspect that it gets trumped by the "You're dead" event.
- Sun Feb 16, 2020 12:12 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 19226
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
I think the major issue with chunks being 32 and power pole grid being 30 is that 32*4 = 128 which is not evenly divisible by 5, or 6.... My solution is to build a blueprint with 5 spans in a chunk over 4 chunks. However, this does not evenly span 3 chunks, or 5 chunks or 2 chunks which means some j...
- Fri Feb 14, 2020 11:58 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3257
Re: [posila] Daylight suddenly darkens
i went to a full reinstall - I forgot that the verify option existed
- Fri Feb 14, 2020 9:54 pm
- Forum: Gameplay Help
- Topic: Indicator lamps
- Replies: 1
- Views: 640
Indicator lamps
I have reached a blockage! I want to set up a level meter to record the % of levels of science packs in my buffer using a display of lights. I have 10 lights per item. What I have done is linked all the buffer chests to an arithmetic combinator set to input any / 10% of the buffer and output any. Th...
- Thu Feb 13, 2020 8:07 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3257
Re: [posila] Daylight suddenly darkens
I suspect it was user error. I had experimented with maintaining two seperate steam installs with 0.17 and 0.18. I think that might have been the root cause but maybe didn't show up until the new release went live. When I noticed the two versioned folders I uninstalled factorio deleted all save fold...
- Fri Jan 31, 2020 8:50 pm
- Forum: Duplicates
- Topic: [??] Sync mods with save allows to disable base mod
- Replies: 1
- Views: 469
[??] Sync mods with save allows to disable base mod
not really a bug, more allowing incorrect user decision. When syncing mods with a save, the option exists to remove all mods from a save. Within this dialog box you get the option to disable the base mod, which should always be enabled. Doing so sends you to a Error loading mods - Failed to load mod...
- Wed Jan 29, 2020 7:22 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3257
Re: [posila] Daylight suddenly darkens
I went with the extreme option of uninstalling and reinstalling the game - this looks to have sorted the issue. Thanks for the help.
- Wed Jan 29, 2020 1:03 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3257
Re: Daylight suddenly darkens
The first save was started in 0.17 - I have now experienced the issue in a vanilla save I started in 0.18.
- Wed Jan 29, 2020 12:52 pm
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3257
Re: Daylight suddenly darkens
Attached.
It does persist after a restart. I haven't tried a reboot of my PC yet, nor have I tried a different save.
It does persist after a restart. I haven't tried a reboot of my PC yet, nor have I tried a different save.
- Wed Jan 29, 2020 3:10 am
- Forum: 1 / 0 magic
- Topic: [posila] Daylight suddenly darkens
- Replies: 12
- Views: 3257
[posila] Daylight suddenly darkens
Version 0.18.2 Loading my existing save, all looks good. Then after 20 seconds heavy cloud cover descends. It is not night because the lamps do not light up. WHen I go into a night cycle things look normal, but when dawn comes its not the usual daylight transition its Full day, and then when dusk st...
- Wed Jan 29, 2020 12:43 am
- Forum: Ideas and Requests For Mods
- Topic: Ammo Level Indicator
- Replies: 3
- Views: 1462
Ammo Level Indicator
I want to make a mod which will display the number of mags in a turret as you wander by. This would allow you to quickly glance at your turrets and see how well stocked they were. I also want a UI option to allow you to set the "Alert" setting which would display an amber light when you ar...
- Wed Jan 29, 2020 12:36 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] auto fishing station
- Replies: 18
- Views: 5383
Re: [Mod Request] auto fishing station
Can confirm that it works in vanilla. I accidentally left an inserter hanging over the water when I ran out of landfill. Came back and finished my blueprint only to find that that inserter was not working because it was holding a fish!
- Sat Oct 26, 2019 10:06 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 46711
Re: Friday Facts #318 - New Tooltips
Yay, this will make paving large areas so much more pleasant! For bluprinted entities, could the reservation of multiple jobs per bot be done more efficiently as well? First bot to get a job to place an entity checks if there are any others in the same blueprint and grabs as many as possible. Bluep...
- Thu Aug 22, 2019 12:41 am
- Forum: Gameplay Help
- Topic: 3 Belt splitter
- Replies: 17
- Views: 4431
Re: 3 Belt splitter
I like this idea of a Science carousel. It gets round the need for balanced inputs and can feed a large number of research buildings. You can even double side the belts if you need more power!
- Wed Jul 31, 2019 4:50 am
- Forum: Releases
- Topic: Version 0.17.60
- Replies: 423
- Views: 136567
Re: Version 0.17.60
Massively disappointed by the oil change. This "fluids for dummies" mechanic should be confined to the NPE campaign only, where all the rest of the baby toys are. I think you should actually try it before you bag it. If you want you can still go the old way, however everything I have seen...
- Tue Jul 30, 2019 5:05 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 279998
Re: Friday Facts #305 - The Oil Changes
Having played a game with the supplied mod through to Chemical Science, I have to say this is a fantastic update. Capture.PNG This is a simple Refining setup which has kept me fully stocked with Sulfur and Plastics - no mess, no fuss. Simply elegant. In fact I can see a scenario where I will only ne...
- Sun Apr 21, 2019 12:10 am
- Forum: Duplicates
- Topic: UI inconsistency with deconstruction tool
- Replies: 1
- Views: 599
UI inconsistency with deconstruction tool
If I have an item selected for placing, I can not enable the deconstruction planner or blueprint tool (from the new tool shortcut menu) without first pressing q to drop the selected icon. This behaviour does not happen with the copy or cut tool which clears my selected item and loads the tool. A sec...