Search found 129 matches
- Fri Aug 10, 2018 3:10 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 52544
Re: Friday Facts #255 - Construction tools
The news always makes me want to play the game with the changes, so every Friday is like a teaser for the next Factorio release. I agree with every change mentioned here mainly including the rethought since last FFF. That is, the research queue, and Q while holding blueprint. Cannot wait to use 0.17...
- Thu Apr 12, 2018 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.36] Machine with two sources shows insuficient energy
- Replies: 1
- Views: 1006
[kovarex] [0.16.36] Machine with two sources shows insuficient energy
Hello, When I hover over this (see picture) beacon that is connected to two electric networks (one sufficient one without power) it shows insufficient energy but there is plenty of electricity. It fixes itself when I reconect it/ do something with it. It woon't disapear by it self. See attached save...
- Thu Mar 01, 2018 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Picked up product would be added to the crafting queue
- Replies: 19
- Views: 6711
Re: Picked up product would be added to the crafting queue
I see one problem. When you pick up EC, and you get the items back, your inventory might overflow { you could get two items (Fe plate and Cu wire) while there could be only one place in your inventory } That means that it would say you have full inventory (Cannot pick up one item EC, because {} ) o...
- Fri Jan 19, 2018 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Combined ore patches
- Replies: 10
- Views: 3949
Re: Combined ore patches
Using on_chunk_generated it should be trivial to spawn two ores in one tile, though that would probably look a bit strange graphically. You can achieve a better look by using layered graphics (requires no new sprites, just code) and custom ores that have two (or more) outputs. Here's what copper/ir...
- Tue Jan 16, 2018 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Combined ore patches
- Replies: 10
- Views: 3949
Re: Combined ore patches
I edited it a bit, summing up comments and regarding the .16.17 'splitter' update
- Tue Jan 16, 2018 3:51 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373576
Re: Friday Facts #225 - Bots versus belts (part 2)
On Steam there still is '[/list]' at the end of one paragraph (title Belt buff imidiately folows after that)
taking the html out of steam and taking into consideration only the FFF: it is the 16806th -> 16813th character
It is the only on the page.
taking the html out of steam and taking into consideration only the FFF: it is the 16806th -> 16813th character
It is the only
Code: Select all
[/list]
- Sat Dec 30, 2017 1:42 am
- Forum: Ideas and Suggestions
- Topic: Combined ore patches
- Replies: 10
- Views: 3949
Combined ore patches
The idea is simple: In game we can see lots of patches that are over each other, however on the tile itself is always only one of the resources. What I would like is to be able to have multiple resources on one tile. It is now possible for a miner to mine multiple resources by covering more tiles, h...
- Sat Dec 30, 2017 1:34 am
- Forum: Ideas and Suggestions
- Topic: [0.16.4]Placement Aid when drills are in-hand.
- Replies: 9
- Views: 3114
Re: [0.16.4]Placement Aid when drills are in-hand.
Yes! I would like that too. The more experienced players could get used to that (gain experience with the current state), but even they would definitely appraise it. For the newer players I feel it is almost necessary. If it will be added in like a year from now I believe that it will get similar re...
- Fri Dec 29, 2017 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.9] Save hangs system
- Replies: 15
- Views: 13001
Re: [16.9] Save hangs system
Same issue in my case. Once it autosaves it crashes. Attaching current-log and save that works. And the 'unfinished' autosave. At the same time, second, probably related bug: there are passive-provider-chests blinking that they are not in reach of roboport logistic covarage even thought they are. De...
- Sat Nov 18, 2017 9:45 pm
- Forum: Modding interface requests
- Topic: standardized energy sources for improved possibilities
- Replies: 15
- Views: 4523
Re: standardized energy sources for improved possibilities
Part of the issue with electrified rail comes in with the problem of "Multiple rail types" As someone, Rseding most likely, previously pointed out... Part of the reason why electrified rail will never happen is down to the whole issue of whether or not a train should be allowed to travel ...
- Sat Nov 18, 2017 8:14 pm
- Forum: Won't implement
- Topic: new rail categories...
- Replies: 14
- Views: 6263
Re: new rail categories...
Any chance rail categories could be re-added? Not likely. If they did, it wouldn't be in any meaningful way. The entire rail system was built under the concept that there exists one rail category and that any rails in the world always interact with each other. Changing that isn't likely unless it h...
- Sat Nov 18, 2017 8:01 pm
- Forum: Modding interface requests
- Topic: Variable game tick based on location
- Replies: 0
- Views: 605
Variable game tick based on location
My question is: Can a mod affect game ticks? That is: Can I (hopefuly a future modder) acess game ticks? Can I make the game to update normaly (60 ticks/s) everyvhere and then make one chunk, or rectangle, or list of entities to simulate faster or slower? such as 90 ticks/s, 2520 ticks/s, 1 tick/s ?...
- Mon Jul 31, 2017 12:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [for 0.16] [0.15.31]Biters strugle to make base
- Replies: 1
- Views: 2856
[Oxyd] [for 0.16] [0.15.31]Biters strugle to make base
Hi, Today I was attacked by biters and after they destroyed my one trurret with one ammo they tried to make a base (or I think they tried) but they struggled to. They were near mining drills and belts (which they rided frequently). Then they just mooved back and forth for about an minute before most...
- Sat May 27, 2017 10:22 am
- Forum: News
- Topic: Friday Facts #192 - One million
- Replies: 71
- Views: 37001
Re: Friday Facts #192 - One million
Don't forget to notify us in future FFF when the second part will come out!
- Sun May 21, 2017 6:30 pm
- Forum: Not a bug
- Topic: [0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
- Replies: 5
- Views: 3577
Re: [0.15.12] Personal Construction bots won't construct
Crap, I just read a post and originaly submitted this under it starting with:
"I have the same problem but it actually is a bug."
Well then, any chance that this would make it through suggestions? (if robot would take more then 10 secs then new robot will be choosen for that task) ?
"I have the same problem but it actually is a bug."
Well then, any chance that this would make it through suggestions? (if robot would take more then 10 secs then new robot will be choosen for that task) ?
- Sun May 21, 2017 5:47 pm
- Forum: Not a bug
- Topic: [0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
- Replies: 5
- Views: 3577
Re: [0.15.12] Personal Construction bots won't construct
Crap, sorrry, uploaded the wrong file, ups...
There's the right one now.
There's the right one now.
- Sun May 21, 2017 5:39 pm
- Forum: Pending
- Topic: [0.15.12] Ghost Image - Inventar full
- Replies: 2
- Views: 1057
Re: [0.15.12] Ghost Image - Inventar full
He probably means blueprint.
If that's so, then you cannot Q back in your inventory an item when your inventory is full. Blueprint is item like every other
If that's so, then you cannot Q back in your inventory an item when your inventory is full. Blueprint is item like every other
- Sun May 21, 2017 5:37 pm
- Forum: Not a bug
- Topic: [0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
- Replies: 5
- Views: 3577
[0.15.12] Personal Construction bots won't construct (outdistanced robots) MR
Robot's wont construct fast inserter and yellow belt when I tell them to, placing one of my blueprints.
There is also curved rail to be constructed which I don't have rails for. I'm playing on the Marathon map.
It happened more times on that map and it is getting annoying.
I'm attaching save file.
There is also curved rail to be constructed which I don't have rails for. I'm playing on the Marathon map.
It happened more times on that map and it is getting annoying.
I'm attaching save file.
- Fri May 05, 2017 7:46 pm
- Forum: Duplicates
- Topic: [0.15.8] Crashes when I hover over locomotive (minor)
- Replies: 2
- Views: 706
Re: [0.15.8] Crashes when I hover over locomotive (minor)
well "hover over train crash" in advanced search didn't return any results :/
- Fri May 05, 2017 7:43 pm
- Forum: Duplicates
- Topic: [0.15.8] Crashes when I hover over locomotive (minor)
- Replies: 2
- Views: 706
[0.15.8] Crashes when I hover over locomotive (minor)
I have an autosave (made it into permanent save) that when I load and hover over locomotive I'm riding, game crashes (every time). It is not gamebreaking as I got the autosave (finally paid off that annoying cancel-action-auto-saving) and when I hover over my watter locomotive and then over the one ...