Search found 841 matches: "flamethrower turret"
Searched query: flamethrower turret
- Thu Mar 25, 2021 9:17 am
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 12406
Re: Version 1.1.28
[*]Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used in vanilla ... category bonus. (https://forums.factorio.com/96566) [*]Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes the properties ...
- Wed Mar 24, 2021 1:27 pm
- Forum: Releases
- Topic: Version 1.1.28
- Replies: 14
- Views: 12406
Version 1.1.28
... binding. (https://forums.factorio.com/96607) Fixed that laser and fluid turret bonus, wasn't shown properly in the toooltip. This bonus is not used ... bonus. (https://forums.factorio.com/96566) Fixed that part of the flamethrower turret and flamethrower ammo turret description, which describes ...
- Fri Mar 12, 2021 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
- Replies: 3
- Views: 3341
Re: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
Hello and thanks for the report.
As you wrote, this is basically 2 separate issues, one is that the turret bonus wasn't shown for laser+fluid turrets, and the other is not not displaying the bonus in the flame sticker (the flame bound to the biters).
Both are fixed for the next release.
As you wrote, this is basically 2 separate issues, one is that the turret bonus wasn't shown for laser+fluid turrets, and the other is not not displaying the bonus in the flame sticker (the flame bound to the biters).
Both are fixed for the next release.
- Mon Mar 01, 2021 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
- Replies: 3
- Views: 3341
Re: [1.1.26] Laser and flamethrower turret damage may not be accurate
... because one can go the other "direction". A scenario reduced flamethrower ammo to 1/4 (-0.75) and same with flamethrower turret - the actual damage was pitiful (1/16th would be the predicted value). The damage to ...
- Mon Mar 01, 2021 4:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
- Replies: 3
- Views: 3341
Re: [1.1.26] Laser and flamethrower turret damage may not be accurate
... by refined-flammable research. Don't know, if it is as intended. And flamethrower ammo should affect the handheld flamethrower and not the turret, but here is probably another related bug: https://forums.factorio.com/viewtopic.php?f=28&t=94649
- Mon Mar 01, 2021 3:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
- Replies: 3
- Views: 3341
[kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
... change it when attacking enemies: flamer1.jpg Second: Laser and Flamethrower turret damage modifiers do not show at all! Prepared save, showing what appears to be normal ...
- Sat Feb 27, 2021 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Artillery and Flamethrower turret sleep
- Replies: 2
- Views: 1172
Re: Artillery and Flamethrower turret sleep
Possibly, but as you can see in the above screenshots, the update time per tick is almost 0.001s for an artillery. Flamethrowers seem to be 0.0001s. It's not a ton but it starts to add up if you put down a lot of artillery and line your walls with flamethrowers. Might be worth investigating why they...
- Fri Feb 26, 2021 7:33 am
- Forum: Ideas and Suggestions
- Topic: Artillery and Flamethrower turret sleep
- Replies: 2
- Views: 1172
Re: Artillery and Flamethrower turret sleep
As far as I remember they go to sleep, if there is no enemy within some chunks around. But don’t take me for granted, I could mix this up with something different.
- Thu Feb 25, 2021 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Artillery and Flamethrower turret sleep
- Replies: 2
- Views: 1172
Artillery and Flamethrower turret sleep
TL;DR All turret types should have the ability to sleep when no enemies are near. What ? Looking at the entity time usage debug stats, I can see that artillery turrets and flamethrower turrets are using a small but meaningful amount of time. This is on a map which ...
- Tue Feb 23, 2021 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
- Replies: 4
- Views: 4299
Re: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
Thanks, should be fixed in 1.1.26.
- Mon Feb 22, 2021 2:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
- Replies: 4
- Views: 4299
Re: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
The same thing happens to me, and not only do I hear that it is the turrets, it is also in the logistics and construction robots ...
in previous versions that did not happen.
I think it is due to some change in the audio section that they made in the last updates
in previous versions that did not happen.
I think it is due to some change in the audio section that they made in the last updates
- Mon Feb 22, 2021 5:34 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
- Replies: 4
- Views: 4299
Re: [1.1.25] Flamethrower Turret SFX Heard faintly from distance
I've also noticed it happening with biter death sounds and other biter noises too, but it's mainly the flamethrower turrets (probably because I use a lot of them on my perimeter walls), when they go active.
- Sun Feb 21, 2021 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
- Replies: 4
- Views: 4299
Re: [1.1.25] Flamethrower Turret SFX Heard faintly from distance
+1.
Same problem for me since this last version. It wasn't here in the previous one.
Same problem for me since this last version. It wasn't here in the previous one.
- Sun Feb 21, 2021 8:56 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
- Replies: 4
- Views: 4299
[Oxyd] [1.1.25] Flamethrower Turret SFX Heard faintly from distance
With 1.1.25, the sound effects of Flamethrower Turrets firing seem to not be fading with distance when not in the Map View. When outside of Map View, if flamethrower turrets begin firing at Biter enemies anywhere in the factory, wherever I ...
- Tue Feb 16, 2021 3:21 am
- Forum: Duplicates
- Topic: [1.1.22] Crash at start
- Replies: 1
- Views: 1191
Re: [1.1.22] Crash at start
... 4.574 Script @__space-exploration__/data_util.lua:1029: small-worm-turret space-exploration.collision_mask_space_platform 4.574 Script @__space-exploration__/data_util.lua:1029: ... 4.574 Script @__space-exploration__/data_util.lua:1029: flamethrower-turret space-exploration.collision_mask_space_platform ...
- Mon Feb 08, 2021 7:23 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 48231
Re: Industrial Revolution 2 discussion
... more efficient to drive a Tank into a nest and treat the biters with a Flamethrower. Military tech is really neatly arranged - each Tier is a clear ... A cartridge can sustain 20 seconds of fire on either the player or a turret, but a magazine is used up in just 1 second? This seems really odd ...
- Sat Jan 23, 2021 2:21 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 132556
Re: Attacking biters with turrets makes all weapons pointless
... the player has access to tank and Distractor capsule at that point. Gun turrets are able to creep and clear up biter nests at a point were the player ... yet. But a experience player will likely be able to unlock grenades, flamethrower and Defender capsule fairly quickly and will never really need ...
- Tue Jan 19, 2021 5:21 pm
- Forum: Modding discussion
- Topic: [1.1.6] High UPS drop with forest fires
- Replies: 13
- Views: 3079
Re: [1.1.6] High UPS drop with forest fires
... tree force to enemy (once it's on fire)? I think that would cause every turret type to target them? So flamethrower turrrets ("YOU'RE NOT HELPING!!!"), snipers, artillery, etc... The idea ...
- Tue Jan 19, 2021 2:19 pm
- Forum: Modding interface requests
- Topic: Fix Flamethrower turret damage upgrade modifier
- Replies: 0
- Views: 536
Fix Flamethrower turret damage upgrade modifier
I'm trying to mod a different flamethrower turret damage upgrade modifier at this place: { type = "technology", name = "refined-flammables-1", ...
- Fri Jan 15, 2021 5:25 pm
- Forum: General discussion
- Topic: I can't beat it...
- Replies: 99
- Views: 27049
Re: I can't beat it...
Going to try tanks with flamethrower + shells. First attempt didn't go so well. edit: yeh, tanks suck. Flame ... water and rocks are very annoying. If you are stuck, you are basically dead. Flame turrets for clearing bases works, because of the huge range. It's not very fast, but ...