Search found 770 matches
- Sun Mar 17, 2019 11:57 pm
- Forum: Not a bug
- Topic: [0.17.14] copy-paste from assembler to requester multiplication
- Replies: 9
- Views: 4565
Re: [0.17.14] copy-paste from assembler to requester multiplication
No mods, I've been around long enough to know to mention that. It does appear to not be entirely consistent though: https://i.imgur.com/VGTBdgR.png Results in: https://i.imgur.com/LZRH1KK.png Which is multiplied by 4.5 (with the 22.5 chopped to 22) However: https://i.imgur.com/4Utfs3y.png Results in...
- Sun Mar 17, 2019 11:48 pm
- Forum: Not a bug
- Topic: [0.17.14] copy-paste from assembler to requester multiplication
- Replies: 9
- Views: 4565
Re: [0.17.14] copy-paste from assembler to requester multiplication
Seems to occur with any recipe (although with some of the higher amount recipes, it does appear capped: i think the heat exchanger, which requires 100 copper plates, got capped at 700ish). This is with an assembler 2, no modules.
- Sun Mar 17, 2019 11:42 pm
- Forum: Not a bug
- Topic: [0.17.14] copy-paste from assembler to requester multiplication
- Replies: 9
- Views: 4565
[0.17.14] copy-paste from assembler to requester multiplication
When copy-pasting from an assembler to a requester chest, the amount gets multiplied by 45. Not sure if this is actually a bug, but it seems like a rather weird and excessively high number. The setting "Set logistic request count to 1" doesn't affect this.
- Mon Mar 04, 2019 11:52 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40493
Re: Version 0.17.5
Loving the dev team. Came to the forums tonight to report a bug in .4. Noticed .5 was released, upgraded, bug seems fixed (although none of the bugfixes listed jump out as related: blueprint placing a medium electric pole on some cliffs didn't mark the cliff for destruction in .4, it did in .5)
- Sat Mar 02, 2019 4:25 pm
- Forum: Campaign / Scenario suggestions
- Topic: New player feedback
- Replies: 0
- Views: 1299
New player feedback
So I had my girlfriend play the Introduction campaign. She's never before touched Factorio, but she has played games like Banished, Civilization, Simcity. I've added a few clarifications/comments of my own in red . Factorio tutorial 0.17 attempt 1 - Tutorial located under “Start campaign”, while I w...
- Thu Feb 28, 2019 9:26 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Research queue improvements
- Replies: 5
- Views: 1705
[0.17] Research queue improvements
1. A visual indicator in the list of technologies for every tech that's currently in the queue. 2. Always allow tech to be added to the queue and automatically add all prereqs before it (only if the skill+prereqs would fit in the queue obviously, so adding the rocket silo straight away will never wo...
- Tue Feb 26, 2019 11:55 pm
- Forum: Minor issues
- Topic: [0.17.1] Tips & Tricks buttons positions
- Replies: 1
- Views: 689
[0.17.1] Tips & Tricks buttons positions
Not really a bug, more of an annoyance. When clicking through the tips and tricks screens shown at the start of a new game, the height of the text and images varies, making the three buttons at the bottom of the window change positions between some of the screens. As an experienced player, I click t...
- Fri Sep 01, 2017 4:59 pm
- Forum: Not a bug
- Topic: [0.15.34] personal robots get tasks when far away
- Replies: 5
- Views: 1381
Re: [0.15.34] personal robots get tasks when far away
I think you misunderstand what is happening in your save, the robots returning never got "assigned" to your personal roboport, you lost them when building something previously and they are simply returning to you. NaB until someone can show robots taking jobs outside of port range. Yes, I...
- Fri Sep 01, 2017 2:40 pm
- Forum: Not a bug
- Topic: [0.15.34] personal robots get tasks when far away
- Replies: 5
- Views: 1381
Re: [0.15.34] personal robots get tasks when far away
I do not understand yet, what makes you come to the conclusion that the robots got the task while out of port range. Observation :) Sequence of events just before that save: 1. I arrive by train 2. I place the blueprint 3. robots (from personal robotport) place most objects 4. a few (3 or 4) don't ...
- Fri Sep 01, 2017 12:36 pm
- Forum: Not a bug
- Topic: [0.15.34] personal robots get tasks when far away
- Replies: 5
- Views: 1381
[0.15.34] personal robots get tasks when far away
In this game, I placed a blueprint several minutes before the time of this save. A few items weren't immediately placed, nor did they trigger a notification from either personal or regular roboport. After a while I see a bunch of robots crawl into view (this was literally 5+ minutes after placing th...
- Fri Aug 25, 2017 9:22 pm
- Forum: Resource Spawner Overhaul
- Topic: Overlapping ore fields
- Replies: 1
- Views: 1934
Overlapping ore fields
In an area quite far from starting point, I ran across these two overlapping ore fields: https://image.prntscr.com/image/Xv4S1Lv8Suu2ZnU7acy69g.png Save: https://www.dropbox.com/s/ltptcii527pcyir/overlapping-ore.zip?dl=0 Mods: https://www.dropbox.com/s/mwtfgz89c7yg9y8/mods.zip?dl=0 I did change the ...
- Wed Aug 23, 2017 3:06 pm
- Forum: General discussion
- Topic: What is everyone's preferred train size
- Replies: 70
- Views: 47042
Re: What is everyone's preferred train size
In my last game (railworld, specialized factories) I mostly use 1-4 for ores, plates, circuits, etc. 1-3 for oil. Still have a few 1-2-1 (bi) running around to keep my bootstrap base alive. Then I have a 1-5-1 for FARL and several 1-1-1 with various cargos for building new outposts with different pu...
- Mon Aug 07, 2017 12:36 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 131472
Re: [0.12] Bugs, crashes & other issues
It appears FARL doesn't agree with me wanting to build one center track without signals :) This is my blueprint: https://image.prntscr.com/image/3gbjfRWXRGKtfF3qBHY0cg.png 0eNqNk9uOgyAQQP9lnqHxSrf8SrNp1E7sJIgG6KbG+O+LdtPUrRoegZnDYZgZoFR37AxpB3IAqlptQZ4HsFTrQk17ru8QJJDDBhjooplWpiAFIwPSV3yAjMdvBqgdOcJ...
- Wed Jul 12, 2017 2:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 60047
Re: [MOD 0.12.x] Equalizer chests v1.4.0
Yes! I have just updated this for 0.15.28
- Sat May 20, 2017 9:49 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 152489
Re: Friday Facts #191 - Gui improvements
Haven't read every comment in this thread, just putting in my $0.02 I think Twinsen's on the right track with the UI changes. Toolbar behaviour has always been an annoyance to me.
- Fri May 12, 2017 4:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.10] Sync mods with save - buttons unresponsiv
- Replies: 3
- Views: 2944
Re: [0.15.10] Sync mods with save - buttons unresponsiv
Of course.
Oh, I've been using Compression chests in unzipped format with a few changes to make it work in 0.15 (just the version number bump and removal of alien science packs). Not sure if that's relevant.
Oh, I've been using Compression chests in unzipped format with a few changes to make it work in 0.15 (just the version number bump and removal of alien science packs). Not sure if that's relevant.
- Fri May 12, 2017 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.15.10] Sync mods with save - buttons unresponsiv
- Replies: 3
- Views: 2944
[Rseding91] [0.15.10] Sync mods with save - buttons unresponsiv
I used the "Sync mods with save" option to download a few missing mods. These downloads appear to have gone through (they have appeared in my mods directory) but now neither the "Confirm" nor the "Back" button do anything (apart from making the click noise and changing ...
- Fri May 05, 2017 11:03 pm
- Forum: Duplicates
- Topic: [15.8] Game Crash when Driving Car
- Replies: 4
- Views: 1263
Re: [15.8] Game Crash when Driving Car
0.15.8 had a bug like that with entering trains, good chance this too is already fixed in 0.15.9
- Fri May 05, 2017 1:02 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 49280
Re: Version 0.15.7
Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty. What does 'penalty' mean here? (Probably) Pathfinding penalty. This will make it less likely for an automatic train to take a route that has a train on manual mode in the ...
- Thu May 04, 2017 9:13 pm
- Forum: Not a bug
- Topic: [0.15.6] "New tag" keybinding not configurable
- Replies: 1
- Views: 666
[0.15.6] "New tag" keybinding not configurable
Left-clicking the map brings up the "New tag" window. I'd like to change that to something more convenient for me, but I couldn't find an entry for it in the Controls settings.