
Search found 351 matches
- Tue Jun 24, 2014 12:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.1][slpwnd]Signals can be placed on top of pipes
- Replies: 1
- Views: 540
[0.10.1][slpwnd]Signals can be placed on top of pipes
And also the other way around, pipes on top of signals. Can't see this as intended, since you can't see the signal any more.


- Sat Jun 21, 2014 7:14 pm
- Forum: Releases
- Topic: Version 0.10.1
- Replies: 36
- Views: 36214
Re: Version 0.10.1
https://forums.factorio.com/forum/vie ... f=7&t=4440Drizzt321 wrote:After upgrading (downloaded full install), anytime I try and load a game I keep getting "Package lock(read) is active on ...save.zip".
- Sat Jun 21, 2014 9:28 am
- Forum: Releases
- Topic: Version 0.10.1
- Replies: 36
- Views: 36214
Re: Version 0.10.1
I'm really pleased with the Biter nests changes, had overcrowded nests with non responsive Biters all around. Also the working filters on cargo wagons mean I can finally put some repairing materials in a ore wagon, not having to sacrifice an entire wagon :) Sounds for alerts really help in early gam...
- Sat Jun 21, 2014 9:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Massive base, fps drops, filesize triples
- Replies: 10
- Views: 5259
Re: [0.10.0] Massive base, fps drops, filesize triples
Last night, on IRC, we've been playing with my last map for a bit, with 0.10.1 : The good news: file size went from 160 MB to 20 MB, saving in instant again :) The not so good news: frame rate went from 14 fps to 18 fps, and as said before, it's not just 'refresh rate' that's low, it's game speed th...
- Thu Jun 19, 2014 8:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.8.8] train passing by occupied station
- Replies: 10
- Views: 5778
Re: [0.8.8] train passing by occupied station
Bah, I just deleted all those old factorio saves from dropbox last week :/ I've tried to make a small test scenario, but couldn't reproduce the behavior. I've also played with ssilks save for a bit, but didn't see anything weird happen.
- Mon Jun 16, 2014 8:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Massive base, fps drops, filesize triples
- Replies: 10
- Views: 5259
[0.10.0] Massive base, fps drops, filesize triples
I'm not sure if this is the right part of the forums to put this in, but i don't know where else to put it (not even the new technical help section i think :) ) I've been building a massive base since 0.9.8 came out, my goal was to have assembling machines running non stop for all 3 different level ...
- Sun Jun 15, 2014 2:12 pm
- Forum: General discussion
- Topic: Can not create oil refineries in factories.
- Replies: 5
- Views: 2918
Re: Can not create oil refineries in factories.
had this yesterday, blueprint-copied my 12 refineries, but had to make them by hand first. Of course this isn't going to happen a lot (I hope
), but it takes quite long to craft 12, and I have everything else automated, would be nice to automate refineries (and Rocket Defense) as well
- Fri Jun 13, 2014 11:23 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 69588
Re: [MOD 0.10.0] Automatic Rail Laying Machine
wow that video looks really cool 
- Wed Jun 11, 2014 5:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] Replay desync:OPENING RESEARCH TAB CAUSES DESYNC
- Replies: 10
- Views: 3225
Re: [0.10.0] Replay desync. at tick: X (CAUSE WAS FOUND!!!)
confirmed, tried it by only making enough to build a lab, and the second i put it down the replay gives the desync error (somewhere 19000 ticks)
- Tue Jun 03, 2014 8:25 am
- Forum: News
- Topic: Friday Facts #36
- Replies: 39
- Views: 28073
Re: Friday Facts #36
Will the annoying bug for the construction bots gets fixed? I mean this one: Iam a construction bot, i have thousands of repair packs, but i dont want to use THEM for repairing ... I only want freshly produced repairpacks onyl. I ask because it isnt noted as fixed for next patch and it was somethin...
- Fri May 23, 2014 8:24 pm
- Forum: News
- Topic: Friday Facts #35 The lighthouse keeper
- Replies: 43
- Views: 29493
Re: Friday Facts #35 The lighthouse keeper
Anything that results in less train-related-player-deaths makes me happy. I think I've been killed more often by trains than by biters 
- Wed May 21, 2014 3:49 pm
- Forum: Gameplay Help
- Topic: Transpiort Belts help
- Replies: 4
- Views: 1832
Re: Transpiort Belts help
Oops, you're right, of course.. will edit my post to not confuse people.
- Wed May 21, 2014 3:41 pm
- Forum: Show your Creations
- Topic: Oil Processing designs?
- Replies: 16
- Views: 14069
Re: Oil Processing designs?
This is 46 hours in, but it's my third really big base, so I knew how i wanted to organize things from the start, lots of space
Also, I'm on a map with very little water, so there's nothing to disturb my neat little factory 
- Wed May 21, 2014 2:48 pm
- Forum: Show your Creations
- Topic: Oil Processing designs?
- Replies: 16
- Views: 14069
Re: Oil Processing designs?
This is what I'm using at the moment, which works pretty good. Light oil is made into Petroleum, heavy oil is made into Lubricant, and excess heavy oil is made into Solid Fuel. I still have to check the pipes every now and then and make some changes (press F4, tick the bottom one, Fluids, and press ...
- Tue May 20, 2014 1:28 pm
- Forum: Maps and Scenarios
- Topic: [0.9.8] Reconquista! Reclaim the base!
- Replies: 9
- Views: 23387
Re: [0.9.8] Reconquista! Reclaim the base!
Thanks for this, once my current challenge is won, I'll give this one a try 
- Tue May 20, 2014 1:22 pm
- Forum: Gameplay Help
- Topic: Transpiort Belts help
- Replies: 4
- Views: 1832
Re: Transpiort Belts help
There's underground belts that can go for a maximum of 4 tiles, and there's flying robots later in the game. You can also put 2 different items on 1 belt, inserters will always put items on the far side of the belt, so filling it from opposite sites creates 2 rows on one belt. There are also smart i...
- Tue May 20, 2014 11:34 am
- Forum: General discussion
- Topic: Do trees have any gameplay effect?
- Replies: 5
- Views: 3693
Re: Do trees have any gameplay effect?
They do soak up pollution, but at what rate i don't know.
- Sun May 18, 2014 7:41 pm
- Forum: Gameplay Help
- Topic: Bad allocation problem.
- Replies: 6
- Views: 2422
Re: Bad allocation problem.
I'm getting the same error. Are you using any mods? The only result that came up on the forumsearch was people using a mod, but that was 6 months ago 
- Sat May 17, 2014 8:47 am
- Forum: Gameplay Help
- Topic: Bad allocation problem.
- Replies: 6
- Views: 2422
Re: Bad allocation problem.
Can you post a link to the save game? Are there no healthy auto-saves to load?
- Sat May 17, 2014 8:42 am
- Forum: Gameplay Help
- Topic: Game Speed???
- Replies: 3
- Views: 1427
Re: Game Speed???
Also, you can press F5 to see your current Frames/ Second in the top right of the screen, standard rate is 60 fps, on big factories it might get quite a bit lower (on slower computers). Use F4 to show other (debug/usefull) statistics.