Search found 10 matches
- Tue Oct 22, 2024 9:58 am
- Forum: Duplicates
- Topic: [2.0.8] [Space Age] Crash while viewing energy details
- Replies: 2
- Views: 333
Re: [2.0.8] [Space Age] Crash while viewing energy details
One more thing that I noticed now that I've recovered the map from my friend: on the Energy Production graph, the line representing the solar production was not displayed, and I tried to hover over the graph to check the value.
- Tue Oct 22, 2024 9:53 am
- Forum: Duplicates
- Topic: [2.0.8] [Space Age] Crash while viewing energy details
- Replies: 2
- Views: 333
[2.0.8] [Space Age] Crash while viewing energy details
Hi, a couple of minutes ago I encountered a crash while playing Multiplayer Space Age.
I'm not exactly sure what was the exact cause of the crash, however I can tell you that I was checking the energy production screen and I hovered over the solar panel production for the last 10 hours. I just ...
I'm not exactly sure what was the exact cause of the crash, however I can tell you that I was checking the energy production screen and I hovered over the solar panel production for the last 10 hours. I just ...
- Tue Aug 31, 2021 4:32 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 182739
Re: mineral water from electrolyser electrode
That's our current go-to for charcoal and anything else that needs pulp and similar stuff. Indeed, it is very easy to use!
- Sat Aug 14, 2021 11:29 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 182739
Re: [MOD 1.1] Sea Block Pack 0.5.5
Actually, I was curious the most about the disabled recipes (like the one that produces CO2 from wood pellets)
- Sat Aug 14, 2021 9:51 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 182739
Re: [MOD 1.1] Sea Block Pack 0.5.5
Great! Thanks as always for keeping the pack going!KiwiHawk wrote: Sat Aug 14, 2021 8:57 am The Sea Block pack has been updated! Check the first post for details![]()
EDIT: forgot to ask: out of curiosity, what are the reasons behind the different changes?
- Sun Dec 27, 2020 8:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 182739
Re: [MOD 1.1] Sea Block Pack 0.5.1
A question for KiwiHawk: I noticed that the recipe that once made sand (Crushed Stone -> sand landfill) now produces the vanilla landfill. Was that intended?
There's a mod setting - you can choose what ground type this recipe makes. This setting is fine to change at anytime. It will only ...
- Sun Dec 27, 2020 11:42 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 156
- Views: 182739
Re: [MOD 1.1] Sea Block Pack 0.5.1
Fyi:
Science Cost Tweaker will get some changes. Don't know, if it will work without problem
https://forums.factorio.com/viewtopic.php?p=528421#p528421
i have not found any loops due change in t1 and t3, when loading my sea block test save, also new ingredient recipe unlocked properly, but ...
- Fri Oct 09, 2020 12:39 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 103915
Re: Friday Facts #361 - Train stop limit, Tips and tricks
And this is why I love Wube and Factorio!
I really needed the train limit; now this monstrocity made of storage units can be simplified if it doesn't become completely obsolete...
I really needed the train limit; now this monstrocity made of storage units can be simplified if it doesn't become completely obsolete...
- Fri Feb 22, 2019 6:09 pm
- Forum: News
- Topic: Friday Facts #283 - Prepare to Launch
- Replies: 341
- Views: 190428
Re: Friday Facts #283 - Prepare to Launch
Can't wait for the release!
(and for the new fluid algorithm
)
(and for the new fluid algorithm

- Fri Feb 01, 2019 5:43 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 113205
Re: Friday Facts #280 - Visual Feedback is the king
These are fantastic additions for factories with lots of trains!
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)
Now, the last thing I'm missing is the ability to set zones/segments of rails that can be set as "to avoid" by specific trains, so to reduce traffic at specific junctions (which i'm experiencing in my latest factory)
