Search found 79 matches
- Mon Apr 11, 2022 9:11 pm
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 1782
Re: How to see beneath construction/logistic bot module icon?
As a workaround, you can use recipe icons in the map view to quickly check what you are looking at.
- Sun Apr 03, 2022 6:02 pm
- Forum: Implemented in 2.0
- Topic: Deconstruct landfill
- Replies: 24
- Views: 11849
Re: Deconstruct landfill
With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion. Why? I was under the impression that the main problem with creation of water (landfill or not) is that it's a cheap indestructible defense mechanism. If enemies don't care, it should no longer apply.
- Sun Apr 03, 2022 2:16 pm
- Forum: Implemented in 2.0
- Topic: Deconstruct landfill
- Replies: 24
- Views: 11849
Re: Deconstruct landfill
With the (apparent) introduction of flying enemies, it probably will be a feature in the expansion.
- Sat Mar 19, 2022 9:41 pm
- Forum: Gameplay Help
- Topic: Furnace internal buffer
- Replies: 10
- Views: 3156
Re: Furnace internal buffer
Also another question which I’ve tried working out but can’t. How many green circuit assemblers do I need to fill a yellow belt? Thanks All the needed information is in the tooltips, let's find out: - the recipe says it takes 0.5 seconds, meaning 2 crafts per second with crafting speed 1 - multiply...
- Thu Feb 24, 2022 6:47 pm
- Forum: Technical Help
- Topic: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
- Replies: 3
- Views: 1112
Re: CNAME auth.factorio.com gives a A from shared address space (RFC6598)
Can't reproduce, are you sure your upstream dns is working correctly? Try a different server.
- Tue Feb 15, 2022 7:25 pm
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2315
Re: Bug? - Deconstruction Flag Removed
Weird to find out about this mechanic from a random thread. Doesn't seem to be documented anywhere else.
- Sun Jan 23, 2022 6:06 pm
- Forum: Not a bug
- Topic: 1.1.53 tutorial bug
- Replies: 5
- Views: 1439
Re: 1.1.53 tutorial bug
It does say "the" (for all the steps), but not all languages have this mechanic.
- Sun Jan 23, 2022 3:48 pm
- Forum: Not a bug
- Topic: 1.1.53 tutorial bug
- Replies: 5
- Views: 1439
Re: 1.1.53 tutorial bug
Well, you can misinterpret the instructions in the same way on earlier steps too, like build your own boiler or steam engine and do things with those. Perhaps, adding an arrow pointing exactly at the machines the instructions are talking about would reduce ambiguity.
- Fri Jan 21, 2022 6:44 am
- Forum: Gameplay Help
- Topic: Find Game finish time on old saved game
- Replies: 2
- Views: 895
Re: Find Game finish time on old saved game
In the production statistics, you should be able to see how long ago was the first consumption of a satellite (assuming you launched the first rocket with a satellite), or how long ago you started producing rocket parts. Substracting this from the total playtime should give you an aprroximate answer...
- Thu Jan 20, 2022 8:39 pm
- Forum: Not a bug
- Topic: [1.1.53] Ammo that can't be used with handheld guns can still be inserted into character ammo slots
- Replies: 3
- Views: 1367
[1.1.53] Ammo that can't be used with handheld guns can still be inserted into character ammo slots
Artillery and cannon shells can be inserted into character ammo slots (with empty gun slot). After this, gun slot tooltip changes to just "Gun" with no options.
- Sun Jan 09, 2022 6:47 pm
- Forum: Modding discussion
- Topic: Rail Combinator Signals
- Replies: 1
- Views: 854
Re: Rail Combinator Signals
You could use the train pathfinder to check whether there is a continuous rail. Add a dummy branch on one side with a locomotive behind a force-closed signal. On the other end, add a station with a unique name, and add the station to the locomotive's schedule. Enable "read train count" on ...
- Mon Jan 03, 2022 11:57 pm
- Forum: Not a bug
- Topic: [1.1.49] Rocket Parts without silo researched
- Replies: 5
- Views: 2052
Re: [1.1.49] Rocket Parts without silo researched
The recipe for rocket parts should be shown in tech screen as it is, as that should give the relevant info, regardless of the possible fakeness of existence of that recipe in the first place - there is no way to select that recipe in any building, rocket silo has it predefined every time, and thus ...
- Sat Dec 18, 2021 9:57 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 3102
Re: I need to make cogs... (How should I?)
Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. True, but these days it's really not important. This was a huge issue when military science needed many turrets and chemical science mining drills or assembly machines. The amou...
- Sat Dec 18, 2021 2:36 pm
- Forum: Gameplay Help
- Topic: I need to make cogs... (How should I?)
- Replies: 9
- Views: 3102
Re: I need to make cogs... (How should I?)
Making gears reduces the amount of items (2 plates to 1 gear), so making them early reduces the amount of belts you need. Copper cables are the opposite, because making them increases amount of items (1 plate to 2 cables), so making them close to consumers is the better choice.
- Thu Dec 09, 2021 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 3600
Re: Stacksize in tooltip
+1, should be in default tooltip
- Tue Dec 07, 2021 6:14 pm
- Forum: Assigned
- Topic: [Pard] [1.1.48] "Stack Transfers" tutorial triggered very late in game
- Replies: 2
- Views: 1494
Re: [Pard] [1.1.48] "Stack Transfers" tutorial triggered very late in game
I wonder if it'd be best to trigger this the first time you transfer any inventory item to another inventory, regardless of the method? But that happens immediately at the start of the game, which is way too early. I suggest triggering it when the player moves two stacks of the same item one after ...
- Fri Oct 29, 2021 9:36 pm
- Forum: Assigned
- Topic: [posila] Worms can exceed their range and projectile count (Reopened)
- Replies: 5
- Views: 5071
Re: [posila] Worm range bigger and worms shooting more projectiles than usual when running
Here is a video of multiple splashes created from single shots, and splashes landing past maximum range: https://giant.gfycat.com/SpeedyCharmingFireant.mp4 Looks like there is a minimum character speed that is needed to trigger the bug. With no equipment, minimum game.player.character_running_speed_...
- Thu Oct 28, 2021 9:17 am
- Forum: Assigned
- Topic: [posila] Worms can exceed their range and projectile count (Reopened)
- Replies: 5
- Views: 5071
Re: [posila] Worm range bigger and worms shooting more projectiles than usual when running
Both parts of the bug still exist in 1.1.44. To reproduce, be stationary during worm's wind-up animation, then run fast or teleport while the worm is shooting.
- Thu Oct 28, 2021 8:59 am
- Forum: Not a bug
- Topic: [1.1.42] Crash out of memory when teleporting
- Replies: 3
- Views: 1649
Re: [1.1.42] Crash out of memory when teleporting
Yes, you are right, it looks like this is a side effect of viewtopic.php?f=11&t=77071
- Tue Oct 19, 2021 9:58 pm
- Forum: Not a bug
- Topic: [1.1.42] Crash out of memory when teleporting
- Replies: 3
- Views: 1649
Re: So, this happened.
The crash log says you just ran out of memory. Given how many chunks you were generating, not really that surprising.
Code: Select all
Unhandled exception: memory allocation of 250000 bytes failed! RAM: 15876/16206, Page: 29503/29506