Search found 129 matches
- Wed Apr 17, 2019 6:19 am
- Forum: General discussion
- Topic: Minimal nuclear power for artillery outpost?
- Replies: 23
- Views: 6645
Re: Minimal nuclear power for artillery outpost?
If you want to go with steam storage you'll need to take into account the drain rate as well. A fully powered and upgraded laser drains about 8MW (9.6 shots per second), and a turbine only provides 5.6MW at peak, meaning you need roughly 1.4 turbines per laser turret in order for it to supply the ma...
- Tue Apr 16, 2019 3:39 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 9
- Views: 3625
Re: Change train station already added to schedule
+1 to this. The few times I had to do it, it was rather annoying to have to re-enter everything manually when it should be possible to simply rename the train station.
- Sun Apr 14, 2019 11:39 pm
- Forum: Not a bug
- Topic: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
- Replies: 4
- Views: 954
- Sun Apr 14, 2019 11:24 pm
- Forum: Not a bug
- Topic: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
- Replies: 4
- Views: 954
Re: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
Thanks for the report. That's working as intended: if the entity doesn't take damage (because the shield absorbed it) then it didn't take damage. While it is true that the player entity did not take damage to its own hitpoints, the damage still occurred to an entity, in this case, the shield. It wo...
- Sun Apr 14, 2019 11:13 pm
- Forum: Won't fix.
- Topic: [0.17.31] Electric network info units are wrong
- Replies: 2
- Views: 1208
Re: [0.17.31] Electric network info units are wrong
There's nothing wrong with the units, an item can consume an average of 10 watts over a given timeframe (say 24h) if it consumes 240 watts for one hour and is idle for the other 23. Adding "average" doesn't make the message any more clear. Nowhere in the electrical production panel does it...
- Sun Apr 14, 2019 12:43 pm
- Forum: Not a bug
- Topic: [0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
- Replies: 4
- Views: 954
[0.17.31] Lua events.on_entity_damaged does not trigger when energy shield takes damage
As per the documentation https://lua-api.factorio.com/latest/events.html ,it does not trigger when health is directly set as opposed to being damaged, however no event appears to fire when the player is shielded and damaged normally. https://i.imgur.com/qUZnDG4.png https://i.imgur.com/oMXK2cr.png It...
- Sun Apr 14, 2019 10:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.0] Laser tower beams affected by daylight (dark at night)
- Replies: 16
- Views: 6322
- Sun Apr 14, 2019 2:36 am
- Forum: General discussion
- Topic: Lore
- Replies: 2
- Views: 1140
Re: Lore
Most of these questions have no canonical answer. The only ones that aren't already in your question are the name of the planet, which is Nauvis (visible in the map editor and mod API interfaces)
- Sat Apr 13, 2019 6:53 pm
- Forum: Mods
- Topic: [MOD 0.17] DiscoScience
- Replies: 2
- Views: 750
Re: [MOD 0.17] DiscoScience
I've been using this mod because well, it's awesome
So you're saying that there's now RGB sync on the labs? Does that increase productivity by 10%?
So you're saying that there's now RGB sync on the labs? Does that increase productivity by 10%?
- Sat Apr 13, 2019 6:51 pm
- Forum: Duplicates
- Topic: Crafting Speed Affecting Productivity Efficiency
- Replies: 7
- Views: 9624
Re: Crafting Speed Affecting Productivity Efficiency
You need to specify that this is on .16, I'm not reproducing this on .17
- Sat Apr 13, 2019 2:22 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Damage Amount Indicators/Popups
- Replies: 4
- Views: 1522
Re: [Mod Request] Damage Amount Indicators/Popups
There's one written by Eradicator for 0.16 https://forums.factorio.com/viewtopic.php?p=367915#p367915 It's not released anywhere else AFAICT. I can't release it on the official mods site since I'm not the original author, but I've made some edits to it (show different colours depending on whether an...
- Fri Apr 12, 2019 11:13 pm
- Forum: Not a bug
- Topic: [0.17.30] Tracklaying issue
- Replies: 5
- Views: 2030
Re: [0.17.30] Tracklaying issue
TIL you could use Shift-R to rotate anticlockwise.
- Fri Apr 12, 2019 3:50 pm
- Forum: General discussion
- Topic: [0.17.21] Enemies armor?
- Replies: 23
- Views: 6545
Re: [0.17.21] Enemies armor?
Do flame turrets still deal infinity damage against biters? The perspective on balance may change dramatically when biters don't get death sentenced by a drop of oil. Calling it "infinity damage" is kinda misleading, since you still have to survive for the time it takes the biter to burn ...
- Fri Apr 12, 2019 3:12 pm
- Forum: Duplicates
- Topic: Game crashed after less than 1 minute of playing
- Replies: 1
- Views: 466
Re: Game crashed after less than 1 minute of playing
Already reported and is a dupe, viewtopic.php?f=7&t=69398
- Fri Apr 12, 2019 2:39 pm
- Forum: Releases
- Topic: Version 0.17.29
- Replies: 33
- Views: 17031
Re: Version 0.17.29
per tick, per second, per minute... Could you already unify time measurement? I think the devs are unifying towards minutes, at least in displayed units. After pollution, most measurements in game (production window, pollution, etc) are all in minutes now. Ticks are for game mechanics reasons, and ...
- Fri Apr 12, 2019 1:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.29] Game crashed while trying to make a blueprint
- Replies: 23
- Views: 10031
Re: [0.17.29] Game crashed while trying to make a blueprint
I can also confirm the same crash upon hovering over a blueprint book. Guess I'll have to avoid that until this is patched. The train/pollution bugfixes are pretty important.
- Fri Apr 12, 2019 1:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.17.28] Possible to mix fluids using a miner
- Replies: 5
- Views: 3301
Re: [0.17.28] Possible to mix fluids using a miner
You're showing a water pipe mixed with another water pipe in your screenshot?
- Fri Apr 12, 2019 12:37 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.28] Pollution stats confusion
- Replies: 10
- Views: 8177
Re: [kovarex] [0.17.28] Pollution stats confusion
Yes, this was a big error on my side. I thought all the time, that it is pollution per second, and the balance and numbers seemed to work, but when I investigated, it actually means pollution per minute. This actually is (like the rest of the pollution issues) more of a documentation problem than a...
- Thu Apr 11, 2019 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Acid turret why not ?
- Replies: 6
- Views: 2410
Re: Acid turret why not ?
Biters have 100% acid resist in 0.17 to prevent friendly fire from their new splash attacks, so an acid turret won't affect them unless you mod away the acid resist or use another type of attack for your acid turrets.
- Thu Apr 11, 2019 2:15 pm
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8646
Re: Danger Will Robinson, Danger!!! 0.17 Trains
Was just reading over the most recent reply, and discovered that we basically just did the Factorio equivilant to ‼SCIENCE‼. Also considering how deadly magma trains are... Totally, I think trains are the Factorio equivalent of the atom-smasher bridge. Too bad you can't place chests on rails, other...