Click each pipe with nothing in your hand and you'll see that one of them has sulfuric acid + something else.
Flush the something else.
If the problem comes back, trace the pipes until you find the device that's pumping in the wrong fluid.
Search found 1193 matches
- Mon Oct 12, 2020 10:56 pm
- Forum: Gameplay Help
- Topic: Can't connect pipe together with same product inside
- Replies: 7
- Views: 3340
- Mon Oct 12, 2020 9:53 pm
- Forum: Ideas and Suggestions
- Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
- Replies: 20
- Views: 4320
Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
So give us a growing volcano that can be slowed down using a liquid from those white bottles :) That's an awesome idea actually, though I'd hate it as a game mode myself. Hole in the ground that will explode in X hours/minutes/seconds/ticks/whatever. Every science pack bottle you throw in it adds a...
- Sun Oct 11, 2020 5:35 pm
- Forum: Not a bug
- Topic: [1.0.0] Cannot connect systems with different fluids with 2 crude oils
- Replies: 4
- Views: 1417
Re: [1.0.0] Cannot connect systems with different fluids with 2 crude oils
It seems like it should prevent invalid refinery orientations the same way it prevents invalid pipe placements It used to. It sucked. :) At least it's much better than the old system where you could mix stuff freely and make a big mess. Yes, it is. Between the way it is now and the way it was then,...
- Fri Oct 09, 2020 11:11 pm
- Forum: Ideas and Suggestions
- Topic: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
- Replies: 20
- Views: 4320
Re: Adding a endgame goal that never stops, that forces you to expand and explore constantly.
Infinite research being infinite, there is a 100% guarantee that you'll need to get arbitrarily far to get enough resource before you've seen the end of it. For that, an unlimited amount of biter nests will have to be cleared. Also in doing so, you'll produce an arbitrarily large amount of pollutio...
- Fri Oct 09, 2020 6:53 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 83433
Re: Friday Facts #361 - Train stop limit, Tips and tricks
So much love for train stop limits!
- Thu Oct 08, 2020 6:05 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod that calculates total science production per minute?
- Replies: 2
- Views: 1103
- Thu Oct 08, 2020 12:22 am
- Forum: Not a bug
- Topic: 1001 usefull tooltip options yet this cant be disabled?!!
- Replies: 4
- Views: 1092
Re: 1001 usefull tooltip options yet this cant be disabled?!!
So you want the tooltip to go away in the instance that you are hovering over the same tech as the one you have selected?
Honestly that would bug me.
Honestly that would bug me.
- Tue Oct 06, 2020 1:25 am
- Forum: General discussion
- Topic: I want to play factorio but I lack a goal
- Replies: 40
- Views: 14511
Re: I want to play factorio but I lack a goal
not interested in that except for mods maybe. Is there a mod that gives you a true purpose ? Probably not anything that will satisfy your specific crave. Factorio at its heart is a sandbox game and in sandbox games there is no actual purpose outside enjoying the process. Most of these games give yo...
- Thu Oct 01, 2020 7:01 am
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 19411
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Now that one can align blueprints to the chunk grid with absolute reference and build them from the map, this change is more than needed. How so? 32x32 is only one of all the possible blueprint grid alignment sizes. Any size other than that (and factors like 16) will not align to chunks. Sure you C...
- Wed Sep 30, 2020 11:57 pm
- Forum: Pending
- Topic: [0.17.66] Rails: chain signal opens on occupied rail
- Replies: 10
- Views: 2361
Re: [0.17.66] Rails: chain signal opens on occupied rail
well... you do have 3 4 partially signalled crossings here. They might have something to do with this. 2019-09-01 18_38_32-Window.png With block viz on: 2019-09-01 18_57_37-Window.png The red chain signals at the tops of each image are in different places. The bottom image's is one position to the ...
- Thu Sep 24, 2020 12:42 am
- Forum: General discussion
- Topic: Challenge: maximize research density
- Replies: 30
- Views: 11424
Re: Challenge: maximize research density
Ah, because the artillery shoots into the black/unexplored areas with my current range, I assumed that wasn't the case. I guess there is some boundary though where they stop pushing into the black? There are 3 states a chunk can have, explored, generated, and not generated yet. Black on the map cou...
- Thu Sep 24, 2020 12:41 am
- Forum: General discussion
- Topic: Killing nest are becoming annoying - Strategy to play?
- Replies: 37
- Views: 13354
Re: Killing nest are becoming annoying - Strategy to play?
I personally cut all biter properties by about 25% in the map generation settings. I leave expansion on but - at least for my play style - that keeps them a constant threat but not an annoyance. I leave everything else the same, just slow down their rate of expansion, base size, and evolution rate.
- Mon Sep 21, 2020 9:17 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Rocket Control Unit and Low-Density Structures
- Replies: 3
- Views: 11816
Re: Rocket Control Unit and Low-Density Structures
I seriously doubt anybody both has these for a current game and will see this thread and remember it. If I were you I'd just follow the images and make blueprints of my own. Note that a 4-year-old build may not even work correctly now. I have no idea if the recipes and ratios are the same as they we...
- Sat Sep 19, 2020 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Trains need to skip unload stations when empty
- Replies: 10
- Views: 4166
Re: Trains need to skip unload stations when empty
TAMFT
https://mods.factorio.com/mod/TrainSkipFulfilledStation
I've not utilized it yet, but I've had it installed for quite some time.
https://mods.factorio.com/mod/TrainSkipFulfilledStation
I've not utilized it yet, but I've had it installed for quite some time.
- Sat Sep 19, 2020 10:55 pm
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 133134
Re: Attacking biters with turrets makes all weapons pointless
I will never understand the aversion to turret creep. If you hate it so much don't do it. If you hate that it's a valid strategy well... I don't care unless you somehow convince the devs of that. I turret creep up until I get the tank. Then I tank-ram most things in sweeping passes until I unlock po...
- Sat Sep 19, 2020 10:50 pm
- Forum: Gameplay Help
- Topic: Is it bug or just extremly bad UI/Tutorial?
- Replies: 7
- Views: 1606
Re: Is it bug or just extremly bad UI/Tutorial?
I wouldn't go so far as to say it's "extremely bad" but it could let you know why it's deleting your rails. I personally hate it when tutorials change game functionality. I think when you place a rail wrong it should place it, put a pop-up that says "No, I said to build over the ghost...
- Sat Sep 19, 2020 2:18 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 105206
- Thu Sep 17, 2020 7:53 pm
- Forum: Outdated/Not implemented
- Topic: Suggestion to change Whitelist/Blacklist terms
- Replies: 57
- Views: 16320
Re: Suggestion to change Whitelist/Blacklist terms
Or even better /dev/null ?sparr wrote: ↑Thu Sep 17, 2020 6:44 pmCould we please move the discussion of racism and terrorism to viewforum.php?f=27 ?
- Mon Sep 14, 2020 9:54 am
- Forum: Ideas and Suggestions
- Topic: Slightly smarter inserters for trains?
- Replies: 16
- Views: 3264
Re: Slightly smarter inserters for trains?
While this would be nice it would probably cost too much performance as those checks would have be made in all cases. Not just the very few ones you'd see a benefit in Not really, there is already check in place to make sure the inserter can put the items in, so when that fails, you can run the cal...
- Mon Sep 14, 2020 8:14 am
- Forum: General discussion
- Topic: Rant about universal strategies (main busses)
- Replies: 33
- Views: 12143
Re: Rant about universal strategies (main busses)
The nicest things about a main bus are that it's easy to explain, easy to understand, and easy to see when there are problems. These are three HUGE bonuses for new players. If you're not lost you don't search for help. If you are lost, a bus is very likely the absolute best way to force organization...