Furnaces will always try to put anything with a fuel value into the fuel slot first.
Sure but the issue is that on one side of the belt, the fuel slot gets filled with a whole stack of fuel before anything is added to the ingredient slot while on the other side, only as much is added as in any ...
Search found 684 matches
- Tue Jan 02, 2018 8:51 pm
- Forum: Not a bug
- Topic: Position-depend behavior in furnace recipes
- Replies: 7
- Views: 4116
- Tue Jan 02, 2018 7:40 pm
- Forum: Not a bug
- Topic: Position-depend behavior in furnace recipes
- Replies: 7
- Views: 4116
Position-depend behavior in furnace recipes
TL;DR - the order that furnace ingredient/fuel slot gets filled depends on what side fuel is on that belt relative to the furnace and when on "wrong" side, will first put an entire stack of that ingredient to fuel slot before starting to add them to ingredient slots. When the furnace is on the other ...
- Thu Dec 14, 2017 12:47 pm
- Forum: General discussion
- Topic: I am impatient
- Replies: 56
- Views: 29372
Re: I am impatient
Now it's time to get impatient with mod updatesTekky wrote:Ok, now that 0.16 has finally been released, I am no longer impatient.

- Thu Dec 14, 2017 6:53 am
- Forum: General discussion
- Topic: CPU performance benchmarks
- Replies: 169
- Views: 108940
Re: Anyone Ryzen Benchmarks?
102 zoomed out max and 110 default zoom (only done the game speed command)
map view dropping as low as 70 UPS
That's quite likely due to having to blend together a metric ton of tree and shadow sprites and not so much about CPU limitations.
I wonder how much overdraw factorio does when rendering ...
map view dropping as low as 70 UPS
That's quite likely due to having to blend together a metric ton of tree and shadow sprites and not so much about CPU limitations.
I wonder how much overdraw factorio does when rendering ...
- Wed Dec 13, 2017 12:55 pm
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 128420
Re: Version 0.16.0
"Improved game startup time when a sufficiently powerful computer is detected."
What does this mean, exactly?
What does this mean, exactly?
- Wed Dec 13, 2017 8:43 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 99062
Re: Friday Facts #220 - The best Friday Facts ever
I'm curious, what is that other game?evopwr wrote:oh no!! I'm waiting for another games massive release in 2 days. Now I have to make decisions! argh!!!
(seriously, thanks tho guys, I'm super excited!!!)
- Sat Dec 09, 2017 6:07 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 99062
Re: Friday Facts #220 - The best Friday Facts ever
Well, not build the train at all, obviously. Remember the artillery train should feel like an upgrade not an expensive mistake ;)
yes, using the train wrong will be a death sentence if one is unprepared. The devs should definitely try to somehow communicate to the player what does using the train ...
yes, using the train wrong will be a death sentence if one is unprepared. The devs should definitely try to somehow communicate to the player what does using the train ...
- Sat Dec 09, 2017 12:37 pm
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 99062
Re: Friday Facts #220 - The best Friday Facts ever
Awesome news, as usually.
I agree with people who said the artillery should have much slower firing rate.
I also hope that the "agro range" of the train is big. Perhaps even bigger than the shooting range of the train. With that, the train wouldn't be quite the "i win" option some seem to think ...
I agree with people who said the artillery should have much slower firing rate.
I also hope that the "agro range" of the train is big. Perhaps even bigger than the shooting range of the train. With that, the train wouldn't be quite the "i win" option some seem to think ...
- Sat Dec 02, 2017 7:41 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 107629
Re: Friday Facts #219 - Cliffs
That was my first thought as well.Triaxx2 wrote:Looks more like the Starcraft Cliffs to me.
Would be interesting if similar damage/visibility modifiers also applied as in SC

- Mon Nov 27, 2017 2:40 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1750776
Re: Bugs & FAQ
Hey there, I am playing with the Angel's Exploration mod and I noticed a bug with the Mammoth Tank: Grass seems to be drawn on top of the tank.
Here's a screenshot: http://steamcommunity.com/id/LittleMikey/screenshot/859488583823029121
Pretty sure that's a game engine limitation on how it draws ...
Here's a screenshot: http://steamcommunity.com/id/LittleMikey/screenshot/859488583823029121
Pretty sure that's a game engine limitation on how it draws ...
- Mon Nov 27, 2017 2:33 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 413436
Re: PyCoalTBaA or the PyCoal Angels Patch
From the (very) little I understand about how Angel does his stuff, those void thingies are placeholders. Somewhere there is a function that detects what ores-metals should there be and then it'll replace the voids with those ores-metals. Any void that is left over will be ignored and not shown/used ...
- Fri Nov 24, 2017 6:43 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1924396
Re: Development and Discussion
Higher tiers of smelting recipes can use different metals to boost production of basic metals.
)
That's nor right. Higher tiers of smelting recipes can be used to boost production of iron, steel, aluminum, titanium and tungsten. Most basic metals; that is to say copper, lead, tin and silicon ...
- Tue Nov 21, 2017 1:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1924396
Re: Development and Discussion
Zinc is also of rather limited usefulness
Zinc is used to make brass which you need a ton of to make the higher tier buildings.
Sorry what I mean is in terms of making research packs, like you also need a heap of aluminium to make logistic bots, but aluminium, zinc and silver don't have any ...
Zinc is used to make brass which you need a ton of to make the higher tier buildings.
Sorry what I mean is in terms of making research packs, like you also need a heap of aluminium to make logistic bots, but aluminium, zinc and silver don't have any ...
- Tue Nov 21, 2017 12:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3897
- Views: 1750776
Re: Bugs & FAQ
Because you don't "melt" concrete, you just mix a bunch of stuff with water. No heating is taking plpacemexmer wrote:just curious, why is molten concrete made in assembly machine and not in induction furnace like all other "molten" stuff ?
- Sat Nov 18, 2017 7:59 am
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 44383
Re: Friday Facts #217 - Just another Friday Facts
Making sure the starting area is not covered by trees.
I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement. ;-)
Hmm ...
I've said it before and I'll say it again: If a scenario included crash landing and a debris field, the explosions and resulting fires would make a nice clear area in which to start building, while adding some initial excitement. ;-)
Hmm ...
- Thu Nov 02, 2017 12:12 pm
- Forum: General discussion
- Topic: I am impatient
- Replies: 56
- Views: 29372
Re: I am impatient
minecraft mod exist.
The point isn't that they exist, it's that the developers don't support them.
Right.
They just randomly happened to hire a bunch of modders to make a modding API for them and to help make modding easier in general.
That was, what, in the last couple months? And Mincraft 1 ...
The point isn't that they exist, it's that the developers don't support them.
Right.
They just randomly happened to hire a bunch of modders to make a modding API for them and to help make modding easier in general.
That was, what, in the last couple months? And Mincraft 1 ...
- Sun Oct 29, 2017 7:00 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 801875
Re: [MOD 0.15.x] pY Coal Processing
Its strange, nobody does video with py coal processing? i don't want to believe that's ur mod is hard or boring ;)
I dare say THE biggest problem why people don't do that is that pycoal doesn't work well together with other popular mods.
I like the mod a lot but not enough to ditch most others I ...
I dare say THE biggest problem why people don't do that is that pycoal doesn't work well together with other popular mods.
I like the mod a lot but not enough to ditch most others I ...
- Fri Oct 27, 2017 12:50 pm
- Forum: General discussion
- Topic: I am impatient
- Replies: 56
- Views: 29372
Re: I am impatient
Right.Jap2.0 wrote:The point isn't that they exist, it's that the developers don't support them.Hellatze wrote:minecraft mod exist.
They just randomly happened to hire a bunch of modders to make a modding API for them and to help make modding easier in general.
- Wed Oct 25, 2017 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: Mod Portal unreachable
- Replies: 19
- Views: 11405
Re: Mod Portal unreachable
I wonder how much of that 3TB is made up of transferring the mod list to check updates or install mods in-game.
If it's significant, a relatively easy way would be to divide the mod metadata to chunks according to how old it is. Say, last 7 days is one chunk per day, last 2 months in week-long ...
If it's significant, a relatively easy way would be to divide the mod metadata to chunks according to how old it is. Say, last 7 days is one chunk per day, last 2 months in week-long ...
- Wed Oct 11, 2017 9:52 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1924396
Re: Development and Discussion
ExtremelyFactorioParadox wrote:So, how well do these mods play without Bob's mods?