Search results
Jump to navigation
Jump to search
- * Electrical wiring between power poles7 KB (1,168 words) - 19:20, 12 April 2024
- ...sprites, notably walls, gates, turrets, belts, biters, spawners, electric poles, worms, spitters. * Nuclear power7 KB (896 words) - 18:58, 24 September 2023
- ...[[gun turret]], [[laser turret]], all [[Electric_system#Distribution|power poles]] including [[substation]], both types of [[Robots|worker robots]], [[solid7 KB (1,002 words) - 19:33, 26 January 2024
- ...ed bug when enemies would attack neutral objects after distraction (rails, poles, buildings, etc.) ...es only enemies, has increased damage (300%), smaller cooldown and smaller power consumption.18 KB (2,681 words) - 14:48, 24 September 2023
- *** [[Prototype/PowerSwitch]] '''power-switch''' ...the building, this lets the player move between the building and electric poles/inserters etc.23 KB (2,607 words) - 10:43, 21 September 2023
- ...when relying on solar+accumulator power, enemies destroying vital electric poles, or after a prolonged brownout when using electric mining drills and/or ele ...the ground in a square-like fashion. Usually due to accidentally removing power armor when having a full inventory.18 KB (2,917 words) - 19:00, 24 September 2023
- * Fixed electric energy logic, so it is handled properly when the electric poles /electric machines are moved (mod related). * Enemy power poles can't be disconnected.57 KB (8,673 words) - 14:46, 24 September 2023
- ;Power leeching ...pole belonging to an opposing force. Power poles that you build next to a power pole belonging to an opposing force will automatically connect to it, but w25 KB (3,986 words) - 20:34, 1 May 2024
- ...s everything except [[roboport]]s and [[Electric_system#Distribution|power poles]].]]18 KB (2,686 words) - 09:28, 5 April 2021
- * power-armor * power-armor-mk284 KB (4,767 words) - 20:37, 13 November 2023
- * Fixed crash when trying to connect power switches in map editor. ([https://forums.factorio.com/30260 more]) * Improved performance when building large electric poles in the latency state by click-and-drag. ([https://forums.factorio.com/2910480 KB (11,528 words) - 14:46, 24 September 2023
- * Fixed the shift building of electric poles. * Fixed the crazy flickering of boiler when the power consumption is very low.14 KB (2,085 words) - 14:48, 24 September 2023
- * Area visualizations (for electric poles, roboports, beacons, mining drills) are displayed under the entities. * Optimisation of the building electric poles by dragging (It could get slow for big networks).25 KB (3,880 words) - 14:48, 24 September 2023
- ...ve corruption issue related to large amounts of overlapping small electric poles. ([https://forums.factorio.com/111580 more]) ...disconnect_neighbour called on electric pole would disconnect left side of power switch when requested to disconnect right side. ([https://forums.factorio.c202 KB (28,497 words) - 15:29, 11 April 2024
- ...science packs instead of production science packs, so that working towards power armor mk2 does not require production science packs. * Fixed crash related to removing power switch connected to electric pole in a blueprint.132 KB (18,979 words) - 14:46, 24 September 2023
- ...ic network problems when mod specified irregular number as supply reach of power pole. ([https://forums.factorio.com/23524 more]) * Fixed crash when exiting the map editor while holding power armor on the cursor. ([https://forums.factorio.com/21762 more])100 KB (14,717 words) - 14:46, 24 September 2023
- * Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535. ...fluid_usage</code> which scales the generator's fluid usage to its maximum power output. Default is false.122 KB (17,425 words) - 14:47, 24 September 2023
- * Fixed that electric energy interfaces didn't consume power correctly. ([https://forums.factorio.com/77998 more]) ...ed more information to tooltips, for example to be able to calculate steam power and nuclear ratios.237 KB (33,800 words) - 14:47, 24 September 2023