Search found 133 matches
- Thu Mar 07, 2019 11:00 pm
- Forum: Releases
- Topic: Version 0.17.8
- Replies: 25
- Views: 20464
Re: Version 0.17.8
Yeah, so some people can make a fortune with BTT ... or not :P What's a BTT? If you mean BitTorrent Tracker, how would I use that to make a fortune? Its BitTorrentToken: https://www.bittorrent.com/btt/ - some bitcoin knock-off, if you want... some people are joking that this cannot ever become lucr...
- Thu Mar 07, 2019 8:38 pm
- Forum: Releases
- Topic: Version 0.17.8
- Replies: 25
- Views: 20464
- Thu Mar 07, 2019 8:36 pm
- Forum: Releases
- Topic: Version 0.17.8
- Replies: 25
- Views: 20464
Re: Version 0.17.8
Plz reconsider fixing / make consistent: viewtopic.php?f=23&t=66470
- Mon Mar 04, 2019 11:35 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40472
- Sun Mar 03, 2019 4:57 pm
- Forum: Not a bug
- Topic: [0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP
- Replies: 3
- Views: 2071
Re: [0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP
Obviously its one of those "unintended features" :) some people call them "bugs", but its unsure, whether this term will catch on :) Anyway * Importing the bp-string in 16.latest gives you the error "tile grass-1 cannot be used in blueprints" obviously there was logic t...
- Sun Mar 03, 2019 2:02 am
- Forum: Not a bug
- Topic: [0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP
- Replies: 3
- Views: 2071
[0.17.4 vanilla] Copying empty "grass-1" tiles creates a "landfill"-BP
I was following up on a bug report of one of my mods ... It seems like it is possible to copy/paste "grass-1" to "landfill" in 0.17.4 vanilla (without any mods, except for base) References: + https://forums.factorio.com/viewtopic.php?f=23&t=66111&p=405679#p405679 + https:...
- Sun Mar 03, 2019 1:52 am
- Forum: Not a bug
- Topic: [0.17.3] Copy function can copy ores
- Replies: 7
- Views: 2400
Re: [0.17.3] Copy function can copy ores
This doesnt seem to be a bug of my mod...
I can reproduce this copy/paste of grass-1 -> landfill with 0.17.4 vanilla (without any mods, except for base)
I can reproduce this copy/paste of grass-1 -> landfill with 0.17.4 vanilla (without any mods, except for base)
- Wed Jan 16, 2019 4:08 am
- Forum: Modding help
- Topic: How to stretch an entity picture?
- Replies: 1
- Views: 451
How to stretch an entity picture?
As nuclear power plants are tooo ups intensive, im trying to create a "nuclear power plant" that is just one big entity. It would take 8 nuclear fuel cells +2.2 M water + 200sec and a script would fill an electic energy interface with 1.1GW worth of energy. https://git.somenet.org/pub/jan/...
- Wed Jan 16, 2019 3:51 am
- Forum: Bob's mods
- Topic: Bob's power solar only?
- Replies: 4
- Views: 3144
Re: Bob's power solar only?
Yeah, im trying to be as vanilla as feasible. Aside from my own mods, Warehousing and such, I use only bobsmining (large area drills only as its a major qol improvement; disabled everything else) and used to use bobspower. I just didnt care enought to undo your changes to nuclear (download old versi...
- Sun Jan 13, 2019 9:06 pm
- Forum: Bob's mods
- Topic: Bob's power solar only?
- Replies: 4
- Views: 3144
Bob's power solar only?
I basically use the solar part only (accus + solar arrays). Now it seems there were changes to heat and stuff cools down to 465 instead of 500 and it feels like it weakened my power plants - i didnt really test that too much, as I for now disabled that mod completely. Is there a way to only get the ...
- Fri Dec 28, 2018 6:23 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 156118
Re: Friday Facts #275 - 0.17 Science changes
This will be AWESOME! Finally a useful usecase for stone. Finally some bigger changes, forcing me to rework more than just a few of my blueprints. gogogo, push some unstable build! I cant wait! :3 Just one thing: maybe make koverex enrichment research way more expensive/late-late-game? (nukes resear...
- Sat Oct 06, 2018 4:21 pm
- Forum: News
- Topic: Friday Facts #263 - Trains in blueprints
- Replies: 99
- Views: 39493
Re: Friday Facts #263 - Trains in blueprints
FINALLY blueprintable trains, schedules and hopefully wagon filters! <3
- Fri Sep 28, 2018 4:51 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 52990
Re: Friday Facts #262 - Hello my name is: Compilatron
This sounds awesome.
Could you make it a slow and stupid helper unit, that you can for example tell to "stand here and slowly mine that coal and bring it to a building", and/or make it a slow construction-bot
Could you make it a slow and stupid helper unit, that you can for example tell to "stand here and slowly mine that coal and bring it to a building", and/or make it a slow construction-bot
- Sun Aug 19, 2018 8:39 pm
- Forum: Won't fix.
- Topic: [0.16.51] Production stats issues
- Replies: 1
- Views: 1076
[0.16.51] Production stats issues
The stats-nazi is back. With another production stat issue. :) Items with quantities (for example repair-packs) are not correctly counted as consumed, when stacks are merged and items are consumed as a result of that. just handcrafted 100 repair packs. screen-4.png split into two 50 stacks - It does...
- Fri Jun 15, 2018 7:17 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 96956
Re: Version 0.16.51
Graphics Changed the battery item icon to be more consistent with the technology icon. I wonder if this is code for "Duracell sent us a nasty passive-aggressive Cease & Desist letter to stop using their battery livery/logo/signamancy." haha, im not the only one, who thinks that. why e...
- Wed May 16, 2018 1:41 am
- Forum: General discussion
- Topic: Prod3 in mid/late-game science-pack production?
- Replies: 15
- Views: 6255
Prod3 in mid/late-game science-pack production?
Am I the only one, who considers using Prod3 Modules in science pack production before launching the first few rockets? At least it seems that noone else seems to use prod3 mods in science, at least noone, who posts their setups online at the stage of still having belts and only at around 1 science/...
- Sat Mar 24, 2018 9:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][for 0.17][0.16.34] FPS drop in map view zoomed at gun/laser turrets
- Replies: 10
- Views: 7249
Re: [0.16.34] FPS drop in map view zoomed at gun/laser turrets
The issue is, with "show turret range" enabled. if you disable that, everything is fine.
- Mon Mar 12, 2018 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.28] Loss of inventory slot filters
- Replies: 12
- Views: 6164
Re: [Dominik][0.16.28] Loss of inventory slot filters
Consider to make the player blueprintable or a way to export settings, including autotrash, requests and filters.
At least my filters are pretty the same on all games I play, so a way to easily copy the settings across savegames would be cool and would practically solve this problem.
At least my filters are pretty the same on all games I play, so a way to easily copy the settings across savegames would be cool and would practically solve this problem.
- Wed Mar 07, 2018 10:41 pm
- Forum: Not a bug
- Topic: [16.28] Production stats seem incorrect
- Replies: 6
- Views: 2171
Re: [16.28] Production stats seem incorrect
It wont even increment the consume substatsion-3 counter, if i handcraft "substation mk3" and when finished, i handcraft "substatsion mk4"
- Wed Mar 07, 2018 10:35 pm
- Forum: Not a bug
- Topic: [16.28] Production stats seem incorrect
- Replies: 6
- Views: 2171
Re: [16.28] Production stats seem incorrect
Thanks for the report. Exactly what items are you expecting to be in the production/consumption stats that aren't and what method are you expecting them to get into those stats? Hand crafting/assembling machine/other ? If hand crafting, intermediate products crafted and then immediately consumed by...