Search found 174 matches
- Wed Feb 22, 2017 10:53 am
- Forum: Not a bug
- Topic: [0.14.22] Can build on trees
- Replies: 3
- Views: 2174
[0.14.22] Can build on trees
I just discovered this patch of my solar field: http://imgur.com/M29p9tH.png The bots just built stuff on top of the trees! The trees seem to be in between the panels and accums and I do have a mod that shrinks the hitbox of most entities... 0.002 2017-02-22 11:15:22; Factorio 0.14.22 (build 25342, ...
- Thu Nov 10, 2016 8:55 pm
- Forum: 1 / 0 magic
- Topic: [0.14.17] Error on updating
- Replies: 3
- Views: 1834
Re: [0.14.17] Error on updating
I have no idea what happened. It might have been system or hardware issue, or something special we didn§t expect. You can solve it by just re-downloading the newest version from the website. Upon starting the game it simply updated to the newest version so no problems here. Thanks for checking anyw...
- Sun Nov 06, 2016 10:57 am
- Forum: 1 / 0 magic
- Topic: [0.14.17] Error on updating
- Replies: 3
- Views: 1834
[0.14.17] Error on updating
I got this error while updating from 0.14.17 to 0.14.19: remove(p): invalid argument: operation not permitted 0.029 2016-11-06 11:49:12; Factorio 0.14.17 (build 25256, win64, alpha) 0.030 Operating system: Windows 10 (version 1511) 0.030 Program arguments: "C:\Program Files\Factorio\bin\x64\fac...
- Sat Oct 29, 2016 11:01 am
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 8984
Re: Why is this train being stupid?
try putting a station before the unload stations (left of blue square) with a wait time of 0 seconds. trains should recalculate after the 0 second stop. I have used this technique in my previous game but it seems that it only works to a degree. This is because the trains will leave from that statio...
- Sun Oct 23, 2016 3:59 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 8984
Re: Why is this train being stupid?
At this point in the game I don't even get to use all the resources that I'm able to collect, so usually trains take a while to unload because the belts/furnaces to which they output are barely consuming anything. I've actually (on a different game) settled for something more traditional (train que...
- Sun Oct 23, 2016 1:49 pm
- Forum: General discussion
- Topic: Why is this train being stupid?
- Replies: 22
- Views: 8984
Re: Why is this train being stupid?
try putting a station before the unload stations (left of blue square) with a wait time of 0 seconds. trains should recalculate after the 0 second stop. I have used this technique in my previous game but it seems that it only works to a degree. This is because the trains will leave from that statio...
- Wed Oct 05, 2016 10:31 am
- Forum: Not a bug
- Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
- Replies: 7
- Views: 2341
Re: [0.14.10] Signals flashing after built by bot
You use a blueprint with only signals an then you managed to place the signals the wrong way round. Use a blueprint with rail integrated to prevent that. NaB. Uh, what are you talking about? I never placed signals on the wrong side of the track... Yes I have a blueprint with only signals but I only...
- Wed Oct 05, 2016 9:38 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 110269
Re: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
When I approach biter nests no biters will spawn. I can safely stand next to a group of spawners or even shoot them without anything happening. It's only when I destroy a spawner that it spawns some biters (but that might be because of Swarm).
- Sun Oct 02, 2016 10:37 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 606050
Re: Accumulator / Solar panel ratio
All those calculations and the factor of 0.84 is based on assuming, that your factory needs constant power. But the truth is: that is never going to happen. I build it always so, that I use about 50% of the power. If I go over 50% I know I need eventually moa... :) Not constant, on average (over a ...
- Fri Sep 30, 2016 6:31 pm
- Forum: Not a bug
- Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
- Replies: 7
- Views: 2341
Re: [0.14.10] Signals flashing after built by bot
You use a blueprint with only signals an then you managed to place the signals the wrong way round. Use a blueprint with rail integrated to prevent that. NaB. Uh, what are you talking about? I never placed signals on the wrong side of the track... Yes I have a blueprint with only signals but I only...
- Fri Sep 30, 2016 4:27 pm
- Forum: Not a bug
- Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
- Replies: 7
- Views: 2341
Re: [0.14.10] Signals flashing after built by bot
This is interesting: http://imgur.com/2pZqdug.png The left signal is placed by hand. The right signal by bot. If you watch where the signal placement markers then you'll see that I can place them directly next to the one on the right but not next to the one on the left. This indicates that the signa...
- Fri Sep 30, 2016 10:31 am
- Forum: Gameplay Help
- Topic: Help a Future Factorio Professional
- Replies: 14
- Views: 3525
Re: Help a Future Factorio Professional
And bear in mind that it is quite normal to "outgrow" a base and need to tear it down and rebuild it bigger and better - I'm currently building my 3rd main bus in preparation for making rocket parts. I don't want to say you are doing it wrong but the point of a main bus is that it is exte...
- Thu Sep 29, 2016 7:01 pm
- Forum: Not a bug
- Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
- Replies: 7
- Views: 2341
Re: [0.14.10] Signals flashing after built by bot
The blueprint in question is the single blueprint in the quickbar (not the books).Loewchen wrote:Please post the save file and the .ziped mod-folder.
EDIT: Forgot to mention, the flashing signals are a mix of having been built before or after the rail was built (around 50/50). Maybe this is important somehow.
- Thu Sep 29, 2016 5:54 pm
- Forum: Not a bug
- Topic: [0.14.10] Signals flashing after built by bot [SOLVED]
- Replies: 7
- Views: 2341
[0.14.10] Signals flashing after built by bot [SOLVED]
When I let my bots build a blueprint containing signals some signals will be flashing afterwards.
Replacing the signals afterward works (either by hand or by bot).
A bit above this station I have built the same blueprint and the exact same signals were flashing.
Replacing the signals afterward works (either by hand or by bot).
A bit above this station I have built the same blueprint and the exact same signals were flashing.
- Wed Sep 28, 2016 4:56 pm
- Forum: Gameplay Help
- Topic: Gunturret tooltip unclear + resistance mechanics
- Replies: 2
- Views: 893
Re: Gunturret tooltip unclear + resistance mechanics
Flat resistance is applied first, then percentage, both are taken into account. Also the second number in damage and shooting speed IS the bonus. So if you have a damage of 10 (+22) then your total damage bonus amounts to 22 damage and the weapon will deal 32 damage per hit. Ah oke. It's clear now ...
- Wed Sep 28, 2016 3:00 pm
- Forum: Gameplay Help
- Topic: Gunturret tooltip unclear + resistance mechanics
- Replies: 2
- Views: 893
Gunturret tooltip unclear + resistance mechanics
I have some questions regarding damage and turrets The tooltip of the gunturret says that is has a shooting speed of: "10 + 10/s" What do both numbers mean? Why are there 2 numbers at all? Are both numbers affected equally by shootingspeed upgrades? The tooltips of the piercing magazine sa...
- Tue Sep 27, 2016 9:41 pm
- Forum: Gameplay Help
- Topic: commands
- Replies: 4
- Views: 1719
Re: commands
I was under the impression that mods also disable achievementsssilk wrote:There is a mod that enables to zoom more:
https://mods.factorio.com/mods/binbinhfr/Zoom
- Tue Sep 27, 2016 5:03 pm
- Forum: Gameplay Help
- Topic: Help a Future Factorio Professional
- Replies: 14
- Views: 3525
Re: Help a Future Factorio Professional
Not planning for expansion - Sure you only need 2 Electronic Circuit assemblers now. Just wait till later. Learn from your games how much of each component you need and plan accordingly. I want to expand upon this point a bit. Making a base expandable means to me: Design your production lines or bl...
- Tue Sep 27, 2016 4:43 pm
- Forum: Gameplay Help
- Topic: commands
- Replies: 4
- Views: 1719
Re: commands
I don't think that there are commands that do not disable achievements.
But maybe you can cut your blueprint in 2-4 smaller pieces and place them 1 by 1
But maybe you can cut your blueprint in 2-4 smaller pieces and place them 1 by 1
- Mon Sep 26, 2016 5:12 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: I made it / few observations
- Replies: 6
- Views: 4907
Re: I made it / few observations
I wonder why you dislike the main bus approach because I find it to be a very clear and expandable (if you put everything in the right place) way of organizing things. I very much agree on number 6. On my own game with close to 200h of playtime I'm still at 98%-ish evolution (or did you mean 1%? In ...