Search found 177 matches
- Mon Aug 19, 2019 9:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.66] Fluid mixing by teleport of pipe-to-ground
- Replies: 17
- Views: 5519
Re: [Dominik][0.17.66] Fluid mixing by teleport of pipe-to-ground
I think this is how Dominik feels after joining the office and seeing the next pipe bug.
keep up the good work.- Tue Jun 11, 2019 4:50 pm
- Forum: Pending
- Topic: [0.17.47] Belt issues after last update
- Replies: 3
- Views: 1319
Re: [0.17.47] Belt issues after last update
I think he want to say that the CPUs and the diods are not moving after the points shown in the picture
- Mon Jun 10, 2019 12:06 pm
- Forum: Pending
- Topic: [0.17.46] Strange jumping or flashing belt graphics
- Replies: 5
- Views: 1750
Re: [0.17.46] Strange jumping or flashing belt graphics
the human eye doesn't like the flickerung of the mixed ore icons!
thats why you see strange flickering.
I have the same problem - and this is caused by the new ore icons on belt.
please give use the option to go back to old ore icons - or that there is only one new ore icon and not 4 different.
thats why you see strange flickering.
I have the same problem - and this is caused by the new ore icons on belt.
please give use the option to go back to old ore icons - or that there is only one new ore icon and not 4 different.
- Sun Jun 02, 2019 8:56 am
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52366
Re: Friday Facts #297 - New resource icons
I really like the random resource icons. I think an option to disable the random look could also be a good idea. I think it should be easy to remove by a mod. would it be possible to add a option into settings that switch to old style? i get a headache watching the new ores. and with the new ores t...
- Sat Jun 01, 2019 4:04 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52366
Re: Friday Facts #297 - New resource icons
I really like the random resource icons. I think an option to disable the random look could also be a good idea. I think it should be easy to remove by a mod. would it be possible to add a option into settings that switch to old style? i get a headache watching the new ores. and with the new ores t...
- Fri May 31, 2019 6:17 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 52366
Re: Friday Facts #297 - New resource icons
I get a big headache from the new ICONS
please stop it!!!
please stop it!!!
- Fri May 24, 2019 10:34 am
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 27850
Re: Friday Facts #296 - All kinds of bugs
https://cdn.factorio.com/assets/img/blog/fff-296-rail-junction-2.png the same junction with working all parallel drive through https://forums.factorio.com/download/file.php?id=36362 and yes finding those bugs is hard. I have an open bug I'am unable to find it. https://forums.factorio.com/viewtopic....
- Sat Mar 09, 2019 7:59 am
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 63141
Re: Satisfactory - 3D Factorio?
Yesterday was Closed Alpha release for everyone you got registered for the Alpha
- Mon Mar 04, 2019 6:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 6773
Re: [0.17.5] mining productivity migration script too generous
Balancing Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels. I switched from 900% with old level 450 back to Minig 89 and 890% ??? normaly it should be the same bev...
- Mon Mar 04, 2019 6:05 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 40378
Re: Version 0.17.5
Balancing Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels. I switched from 900% with old level 450 back to Minig 89 and 890% ??? normaly it should be the same bev...
- Mon Mar 04, 2019 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.3] Reversing underground pipe containing fluid can corrupt unrelated empty fluid system
- Replies: 2
- Views: 2220
Re: [Dominik][0.17.3] Reversing underground pipe containing fluid can corrupt unrelated empty fluid system
I watched EndivaGER in Twitch and he had the same issue
here you can see mixing sulfur acid into wrong pipe
he is playing wit 0.17.4
https://clips.twitch.tv/KathishGiftedLouseCoolStoryBob
here you can see mixing sulfur acid into wrong pipe
he is playing wit 0.17.4
https://clips.twitch.tv/KathishGiftedLouseCoolStoryBob
- Sun Mar 03, 2019 9:41 pm
- Forum: Not a bug
- Topic: [0.17.4] Train stops instantly Bug
- Replies: 5
- Views: 1388
Re: [0.17.4] Train stops instantly Bug
this is no bug! same as in 0.16.51
the train has no destination goal and is stopping instant!
its very usefull if you place a single railpiece with station "#FULLSTOP" I use this for fast breaks.
the train has no destination goal and is stopping instant!
its very usefull if you place a single railpiece with station "#FULLSTOP" I use this for fast breaks.
- Sat Mar 02, 2019 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.3]Robots leaving vehicles when moving fast
- Replies: 6
- Views: 3848
Re: [0.17.3]Robots leaving vehicles when moving fast
please try to check if missing BP-Trainfuel has this bug.
- Sat Mar 02, 2019 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] BP-trains get refueled by inserters - Robomark for fuel doesn't disappear
- Replies: 1
- Views: 787
[0.17.4] BP-trains get refueled by inserters - Robomark for fuel doesn't disappear
if you refuel a new BP-ed train with inserter the robomark does not disappear - only after the next train movement I don't know if dropping with "dropkey" removes this mark. https://forums.factorio.com/viewtopic.php?f=7&t=65948 - another problem to this is what happen if I'am driving w...
- Thu Feb 28, 2019 6:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Dropping fuel with drop key doesn't refuel trains
- Replies: 5
- Views: 3092
[0.17.2] Dropping fuel with drop key doesn't refuel trains
you can not refuel trains with using drop key on trains.
- Thu Feb 28, 2019 6:19 pm
- Forum: Won't fix.
- Topic: [0.17.2] Station names in Mapview are cutted on non radar areas
- Replies: 2
- Views: 1078
Re: [0.17.2] Station names in Mapview are cutted on non radar areas
same with infopoints on the map
- Thu Feb 28, 2019 6:10 pm
- Forum: Won't fix.
- Topic: [0.17.2] Station names in Mapview are cutted on non radar areas
- Replies: 2
- Views: 1078
[0.17.2] Station names in Mapview are cutted on non radar areas
the Name of stations are cutted at the border between non radar and radar areas.
- Wed Feb 27, 2019 4:49 pm
- Forum: Not a bug
- Topic: [0.17.0] all converted steelaxe logic elements are broken down
- Replies: 3
- Views: 809
Re: [0.17.0] all converted steelaxe logic elements are broken down
the solution for this is to put the removed elemtents under "Signals" this keeps everything and we dont lose the logic
- Wed Feb 27, 2019 4:39 pm
- Forum: Not a bug
- Topic: [0.17.0] all converted steelaxe logic elements are broken down
- Replies: 3
- Views: 809
Re: [0.17.0] all converted steelaxe logic elements are broken down
how can I use it if all elements are missing that uses those removed elements?
here i used the ironaxe for signal transportation - they got deleted.
here i used the ironaxe for signal transportation - they got deleted.
- Wed Feb 27, 2019 4:07 pm
- Forum: Not a bug
- Topic: [0.17.0] all converted steelaxe logic elements are broken down
- Replies: 3
- Views: 809
[0.17.0] all converted steelaxe logic elements are broken down
I used the steelax as a logic element - now as the steel axe is removed all this circuit systems are broken down.