Search found 129 matches
- Thu Apr 11, 2019 10:55 am
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8854
Re: Danger Will Robinson, Danger!!! 0.17 Trains
It's one of those hacked together things: https://forums.factorio.com/viewtopic.php?p=367915#p367915 Thanks! I edited the mod to make it run on 0.17 and it seems pretty clear that multi-killing biters is what causes insufficiently heavy trains to stop. https://i.imgur.com/ZhdteRg.png It appears tha...
- Thu Apr 11, 2019 3:19 am
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8854
Re: Danger Will Robinson, Danger!!! 0.17 Trains
This is a screenshot taking while using a mod that displays damage numbers. Could you link to this mod? I couldn't find it with a number of searches of the mod database. It's pretty interesting and can help to debug the issue with inconsistent weights of trains that are sufficient to consistently k...
- Thu Apr 11, 2019 3:16 am
- Forum: Gameplay Help
- Topic: Should i be able to request from passive provder chests?
- Replies: 4
- Views: 1012
Re: Should i be able to request from passive provder chests?
That's the entire point of buffer chests, to be an intermediate step that can both request and be requested from. Just tick the "Request from buffer chests" in your requester chest.
- Wed Apr 10, 2019 9:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
- Replies: 13
- Views: 16364
Re: [kovarex] [0.17.16] Pressing Shift in Rail Builder does not allow temporary ghost placement
Nice, this is one of the biggest minor annoyances that are still left within the game, this would significantly reduce the learning curve for new users too (the inconsistency with other build modes is rather jarring when I first started)
- Wed Apr 10, 2019 9:44 pm
- Forum: Gameplay Help
- Topic: Should i be able to request from passive provder chests?
- Replies: 4
- Views: 1012
Re: Should i be able to request from passive provder chests?
Yes for both, requester chests and robots can and do take from passive (and active) providers if they are in range.
- Wed Apr 10, 2019 6:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323139
Re: [MOD 0.17] Orbital Ion Cannon 1.7.2
I have some suggestions for this mod after playing with it for a bit. 1: The firing cannot be done when the zoom level is above radar range. This initially led me to believe that the ion cannon's firing was broken, since it couldn't fire when I was zoomed out in the map view. Only when I zoom in sig...
- Wed Apr 10, 2019 4:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.28] Residual pollution issues with sign, trees showing as polluting
- Replies: 8
- Views: 3138
Re: [0.17.28] Residual pollution issues with sign, trees showing as polluting
It's definitely the number of pollution units produced. The numbers match up with the total pollution units shown on the pollution map (when viewed with debug pollution numbers) as well as the pollution tooltip ingame (if you read the numbers as pollution per minute instead of per second)
- Wed Apr 10, 2019 12:41 am
- Forum: Ideas and Suggestions
- Topic: Nuclear power fix and fluid system expansion.
- Replies: 6
- Views: 1492
Re: Nuclear power fix and fluid system expansion.
Do turbines really get THAT big? Obviously they can get pretty big, but the most common scales I can find are things you can fit on a highway. Which makes sense because the turbine very likely gets built off site and delivered by highway. Also factorio turbines can be connected into pretty large st...
- Wed Apr 10, 2019 12:17 am
- Forum: Ideas and Suggestions
- Topic: Nuclear power fix and fluid system expansion.
- Replies: 6
- Views: 1492
Re: Nuclear power fix and fluid system expansion.
I always assumed the reactor was more of a self contained gas cooled "pebble bed" reactor, considering the fuel cells resemble fuel pebbles with a cut-through visualisation (with some artistic leeway) as opposed to the standard light water reactor's fuel rods. The temperatures it operates ...
- Wed Apr 10, 2019 12:08 am
- Forum: Releases
- Topic: Version 0.17.28
- Replies: 25
- Views: 17392
Re: Version 0.17.28
looks like trees still contribute to positive pollution (at least in pollution stats screen) Trees were showing as pollution absorbing in the last patch, it was only the machinery that was flipped in .26 At least as the others mentioned, this appears to be a purely cosmetic error and doesn't appear...
- Tue Apr 09, 2019 11:43 pm
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8854
Re: Danger Will Robinson, Danger!!! 0.17 Trains
My best guess is perhaps trains can "overspeed", that is the kinetic energy the train has built up, can be higher than that required for its maximum speed, as long as the train is overspeeding it can plow through biters without slowing down as the reduction in its kinetic energy doesn't r...
- Tue Apr 09, 2019 11:12 pm
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8854
Re: Danger Will Robinson, Danger!!! 0.17 Trains
You made an excellent point actually, when I inserted the biters as player-force, the train smashes all 180 biters without a scratch or slowdown at weight 70, 50 and 38. However, at lower weights, the train seems to stop after killing a certain number of biters (around 15 or so for 30 weight, 30 fo...
- Tue Apr 09, 2019 7:49 pm
- Forum: Gameplay Help
- Topic: Train Car Colors and Scheduling
- Replies: 4
- Views: 1279
Re: Train Car Colors and Scheduling
You can reorder train schedules by dragging them (the "textured grip" part of the GUI is draggable).
- Tue Apr 09, 2019 7:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.26] Flamethrower Turret is missing fluid port arrows
- Replies: 4
- Views: 4422
Re: [0.17.26] Flamethrower Torret is missing fluid port arrows
To be fair, that was exactly what I thought at first too. I didn't bother building flamethrower ammo because I saw the recipe for the portable ammo and thought it was way too expensive and complicated for a turret.
- Tue Apr 09, 2019 7:44 pm
- Forum: Releases
- Topic: Version 0.17.28
- Replies: 25
- Views: 17392
Re: Version 0.17.28
Factory machinery now produces correct sign for pollution, but trees appear to be now polluting, a reversion from the 0.17.26
viewtopic.php?f=7&t=69277
viewtopic.php?f=7&t=69277
- Tue Apr 09, 2019 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.28] Residual pollution issues with sign, trees showing as polluting
- Replies: 8
- Views: 3138
[0.17.28] Residual pollution issues with sign, trees showing as polluting
Most of the pollution bugs have been fixed, however there are still some remaining. There may also be residual sign-based issues regarding other variables that I haven't found yet. 1: Trees are now showing as polluting entities. They do not appear when the trees are not absorbing pollution. The tree...
- Tue Apr 09, 2019 7:15 pm
- Forum: Releases
- Topic: Version 0.17.28
- Replies: 25
- Views: 17392
Re: Version 0.17.28
I assume the devs found a bug in it before release and therefore didn't release it?
- Tue Apr 09, 2019 7:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.26] Flamethrower Turret is missing fluid port arrows
- Replies: 4
- Views: 4422
Re: [0.17.26] Flamethrower Torret is missing fluid port arrows
I'd assume that the resolution is identical to your other report viewtopic.php?f=23&t=69273 . Since flamethrowers behave as pipes, and pipes don't have port arrows, it shouldn't have the arrows either.
- Tue Apr 09, 2019 6:05 pm
- Forum: General discussion
- Topic: Danger Will Robinson, Danger!!! 0.17 Trains
- Replies: 31
- Views: 8854
Re: Danger Will Robinson, Danger!!! 0.17 Trains
Just want to set something straight here: (unlike Trains, the Tank DOES slow down when it hits things). I've tested this, it's false; trains do slow down when they hit things. I tested using a large number of penned-in same-force behemeth biters, the destruction was less than impressive since the t...
- Tue Apr 09, 2019 5:16 pm
- Forum: Not a bug
- Topic: Circuit wires not consumed when placing via blueprint.
- Replies: 5
- Views: 1118
Re: Circuit wires not consumed when placing via blueprint.
Is there a rationale for the wires being consumed when designing the blueprint but not when placing it? I can't seem to find a discussion for this anywhere.