Many attack groups around my factory are stuck because they are waiting for stragglers that are stuck on trees. Firing artillery at the stragglers often releases the group to attack.
Save attached.
Search found 20 matches
- Mon Jul 20, 2020 2:30 am
- Forum: Not a bug
- Topic: [Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters
- Replies: 1
- Views: 841
- Tue Jun 16, 2020 6:22 pm
- Forum: Minor issues
- Topic: [0.18.32]Buildings with wrong fluid on one output can't connect other output correctly.
- Replies: 1
- Views: 1063
[0.18.32]Buildings with wrong fluid on one output can't connect other output correctly.
When connecting a pipe to a chemical plant or other fluid producing building with multiple fluid outputs, if one output has the wrong type of fluid connected to it, you will not be able to connect a pipe with the correct fluid to the other output of the building.
- Sat Apr 11, 2020 1:03 am
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 7672
[0.18.18] Consumption graph inaccurate with modded lab.
When using the lab from the Big Lab ( https://mods.factorio.com/mod/BigLab ) mod with lots of beacons, productivity modules, and loaders, the consumption graph shows all science except for the slowest one being consumed at half the rate of the slowest one when bottlenecked. I've attached a save file...
- Sat Oct 28, 2017 7:40 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 92923
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
This was so easy to update that I'm surprised noone else did it. Have fun.
- Sun Apr 30, 2017 2:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Advanced train tutorial can be completed by deleting blocks.
- Replies: 4
- Views: 3410
[Klonan] Advanced train tutorial can be completed by deleting blocks.
The tutorial can be completed by deleting blocks and causing no path errors for the cyan trains. All of these are valid solutions. http://imgur.com/tsDDCxI.jpg http://imgur.com/B5Ukv7j.jpg http://imgur.com/oC6KpGq.jpg http://imgur.com/gJx3oJT.jpg Also /screenshot shows up with taking a screenshot wi...
- Tue Sep 20, 2016 1:44 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1225884
Re: Bugs & FAQ
Your little water change has put my entire factory on damage control. Really sucks. Sry for that. You could roll back a version and reset the recipes if you want to play with the "old" recipes. I might, although I being up to date and I already fixed most of the problem areas. You should ...
- Tue Sep 20, 2016 5:43 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1225884
Re: Bugs & FAQ
Your little water change has put my entire factory on damage control. Really sucks.
- Sat Sep 17, 2016 7:21 pm
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 125494
Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!
You should publish the lastest version on the mod portal.
- Sun Aug 21, 2016 10:51 pm
- Forum: Not a bug
- Topic: Concrete placing on water while flying over it.
- Replies: 13
- Views: 4846
Re: Concrete placing on water while flying over it.
This is from a fresh installation of the game with the car's collision box set to zeroes. I assume that is the log file you are looking for.
- Sun Aug 21, 2016 10:31 pm
- Forum: Not a bug
- Topic: Concrete placing on water while flying over it.
- Replies: 13
- Views: 4846
Re: Concrete placing on water while flying over it.
Now I know 100% that it is not a mod. I uninstalled the aircraft mod, leaving me with just vanilla, then I changed the car collision box to zeros so that I could push out onto the water a little bit while in a car. I was able to place concrete on the water close to the edge. It's a vanilla bug.
- Sun Aug 21, 2016 10:07 pm
- Forum: Not a bug
- Topic: Concrete placing on water while flying over it.
- Replies: 13
- Views: 4846
Re: Concrete placing on water while flying over it.
I've tried with nothing but the Aircraft mod which is just some prototypes for planes and it still happens. I don't think it's the mod, but I have no way to test it without it.
- Sun Aug 21, 2016 9:35 pm
- Forum: Not a bug
- Topic: Concrete placing on water while flying over it.
- Replies: 13
- Views: 4846
Re: Concrete placing on water while flying over it.
AfraidOfTheDark_1.0.13.zip Aircraft_1.0.7.zip angelsinfiniteores_0.3.7.zip angelsprocessing_0.2.0.zip angelsrefining_0.2.11.zip auto-research_0.5.0.zip autofill_1.4.2.zip Bergius_Process_0.1.2.zip blueprint-string_3.1.2.zip bobassembly_0.13.0.zip bobconfig_0.13.1.zip bobelectronics_0.13.1.zip bobele...
- Sun Aug 21, 2016 8:34 pm
- Forum: Not a bug
- Topic: Concrete placing on water while flying over it.
- Replies: 13
- Views: 4846
Concrete placing on water while flying over it.
If placing concrete on land while flying over water with an Aircraft, concrete will spawn beneath the player on top of the water. I was also using long reach in my screenshot.
It can be walked on and mining it while standing on it results in death.
It can be walked on and mining it while standing on it results in death.
- Sun Jul 17, 2016 9:29 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 33227
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
I was fiddling around with this mod a few weeks ago to make it work on 0.13 and I fixed the anchor not blueprinting by changing its type from a "simple-entity" to a "smart-container". It turned into a single slot chest but it was at least blueprinting. I'm sure there is something...
- Sun May 22, 2016 7:44 pm
- Forum: Mods
- Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
- Replies: 33
- Views: 18059
Re: [MOD 0.12.30] Automatic Belt Planner v0.5.1
I don't know if this has come up yet but the pathfinder really needs to avoid belt ends to avoid items spilling onto the new belt.
- Sun Apr 24, 2016 3:51 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22175
Re: [0.12.X] Biter-Friendly Rails
I would love to use this mod but it breaks blueprinting rails which is a major deal breaker.
- Sun Apr 24, 2016 2:17 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 428590
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.0
Will removing the mod reset all the changes it's made back to default? I have a feeling it won't. Is there any way to set everything back to default or is my save pretty much stuck with the changes from the mod?
- Mon Apr 11, 2016 6:02 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 321786
Re: Foreman 0.1.9 - A factory optimisation tool.
When trying to load up Foreman with the Satallite Uplink terminal https://forums.factorio.com/viewtopic.php?f=97&t=19883 mod installed, I get an exception stating "Version string portion was too short or long." Shortening the dependencies of the mod to just the base game solved the iss...
- Mon Apr 11, 2016 5:53 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96914
Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3
I'm on 0.12.29. Factorio works just fine with the mod, it's Foreman viewtopic.php?f=134&t=5576 that is throwing the exception. I'll go post the issue there too.
- Sun Apr 10, 2016 10:14 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96914
Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3
The dependencies list is too long and causes an exception in Foreman 0.1.9.5. I shortened it to just the base and it worked but idk what that does when used with other mods.