Search found 53 matches

by Kalixt
Fri Jun 19, 2026 12:07 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 175
Views: 27134

Re: Friday Facts #443 - More Planet Deliveries

Hagaret wrote: Fri Jun 19, 2026 11:12 am What about an option to harvest damaged by pollution trees only for agricultural tower?
That and also, why we aren't able to grow trees on landfill ?
by Kalixt
Wed Jun 17, 2026 8:58 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 382
Views: 43602

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Thanks for nice update, fluid fix especially !

I like quality but when it comes to science packs it feels unfinished. I have server running since the release of Space Age, currently at 1.2M SPM, so I've tried to max-max everything the game has to offer. When it comes to science packs, its just ...
by Kalixt
Fri Feb 27, 2026 10:39 am
Forum: Technical Help
Topic: [2.0.73] Map download problem
Replies: 1
Views: 663

Re: [2.0.73] Map download problem

I have similar issue, downloading a map (170MB) is slow compared to what server connection is capable.
I have tried speedtest and bandwidth test with other microtik on the internet and server speeds are 160/160 mbit, yet clients downloading a map with maximum speed of 16-32mbit.

CPU and disk usage ...
by Kalixt
Sun Dec 21, 2025 7:15 pm
Forum: Ideas and Suggestions
Topic: A way to plant trees anywhere on Nauvis
Replies: 20
Views: 9195

Re: A way to plant trees anywhere on Nauvis

I wanted to plant trees around my beaconed biolabs only to find out, I can't because of what exactly ? Why it's forbidden to plant trees on landfill ?
by Kalixt
Fri Sep 19, 2025 10:51 am
Forum: News
Topic: Factorio T-shirts store now open
Replies: 89
Views: 104671

Re: Factorio T-shirts store now open

Please add more payment options, there is paypal only.
by Kalixt
Fri Sep 05, 2025 8:21 am
Forum: Ideas and Suggestions
Topic: Spoiled-ness priority for logistics requests and belts
Replies: 1
Views: 708

Re: Spoiled-ness priority for logistics requests and belts

This would be great, if bots were able to grab by spoil priority. Currently if I want to feed 4 belts 240/s with gleba science it has to go through series of inserters and chests.
by Kalixt
Thu Sep 04, 2025 10:01 am
Forum: Multiplayer
Topic: Unofficial Factorio Troll/Griefer Database
Replies: 247
Views: 252384

Re: Unofficial Factorio Troll/Griefer Database

1WheelDude wrote: Tue Jun 10, 2025 1:42 pm This player joined MP game and started to delete/deconstruct everything, OPlaserturret.
This one must be doing it for a long time. I have anti-grief permissions, so he's harmless but still found a way to get into banlist somehow.
OPLaser.png
OPLaser.png (51.49 KiB) Viewed 5535 times
by Kalixt
Wed Aug 27, 2025 9:51 am
Forum: Resolved Problems and Bugs
Topic: [2.0.65] `show-time-usage` "Multiplayer UPS" broken
Replies: 3
Views: 2437

Re: [2.0.65] `show-time-usage` "Multiplayer UPS" broken


In the very top left of the time usage debug option is a thing for multiplayer ups, but this has supposedly been broken for nearly 10 years at this point.

Posted on the forum for tracking purposes, though it sounded more likely that the feature will be scrapped rather than fixed.

https://discord ...
by Kalixt
Tue Aug 19, 2025 7:15 am
Forum: Resolved Problems and Bugs
Topic: [2.0.63] Minimap position always follows the position of the non-remote viewplayer
Replies: 4
Views: 1837

Re: [2.0.63] Minimap position always follows the position of the non-remote viewplayer

Rseding91 wrote: Mon Aug 18, 2025 7:53 pm You're likely playing multiplayer and are not the host? That's still broken pending the next release. Single player and as the server host it should work correctly.
Yes, that's the case, thanks.
by Kalixt
Mon Aug 18, 2025 6:16 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.63] Minimap position always follows the position of the non-remote viewplayer
Replies: 4
Views: 1837

Re: [2.0.63] Minimap position always follows the position of the non-remote viewplayer

Doesn't seems like fixed to me. I am on 2.0.64 and having black minimap on all planets except Nauvis and Gleba.
by Kalixt
Wed Jul 30, 2025 11:13 am
Forum: Ideas and Suggestions
Topic: Set Research with circuit logic.
Replies: 6
Views: 1849

Re: Set Research with circuit logic.

Indeed this would be good to have.

Just simple way of setting up what to research through constant combinator would help a lot. I have server running regardless if someone is connected. One mining productivity research level to complete takes around 4 min now and I can queue 7 ? So I need to ...
by Kalixt
Mon Jun 23, 2025 11:05 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Stack loader does not fully stack items
Replies: 7
Views: 4397

Re: [2.0.55] Stack loader does not fully stack items

boskid wrote: Wed Jun 11, 2025 11:00 am ... i was recently doing a lot of cleanup around inventories and item stacks...
not exactly to stack inserter, but it has something with inventory and stacks.
by Kalixt
Mon Jun 23, 2025 10:56 am
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Stack loader does not fully stack items
Replies: 7
Views: 4397

Re: [2.0.55] Stack loader does not fully stack items

Same thing happens if you are placing modules into assemblers by hand. If you have 2 stacks of modules of 20 and 1 and you click on stack with 1, it will insert only one module.
by Kalixt
Thu Apr 17, 2025 5:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
Replies: 6
Views: 2023

Re: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability

[2.0.45]

This is what I see in Factoropedia and ingame item tooltip. It's bug or feature ?
repairpack.png
repairpack.png (64.56 KiB) Viewed 1510 times
by Kalixt
Wed Mar 12, 2025 10:40 am
Forum: Resolved Problems and Bugs
Topic: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
Replies: 12
Views: 11170

Re: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)

I recently run into this "issue" when building final setups. Just to make things clear.

topspeed.png


This setup limit is 6K/s per input pipe (hardcoded limit??), so description with 180K/s steam converting to 16K/s water is wrong.
Same applies to output pipes, so how can I calculate production ...
by Kalixt
Wed Jan 29, 2025 9:58 am
Forum: Releases
Topic: Version 2.0.33
Replies: 10
Views: 16001

Re: Version 2.0.33

FactorioBot wrote: Tue Jan 28, 2025 12:43 pm Show a warning in the blueprint library if it's using a lot of RAM.
Is there a developer option like UPS/FPS counter to see how much RAM exactly uses blueprint ?
by Kalixt
Fri Jan 24, 2025 11:20 pm
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 1317

Re: [2.0.32] Can't find artillery turret through remote view search on Gleba

Yes it was a recipe, I had to overlook it. Sorry.
by Kalixt
Fri Jan 24, 2025 11:57 am
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 1317

Re: [2.0.32] Can't find artillery turret through remote view search on Gleba

Kyralessa wrote: Fri Jan 24, 2025 11:48 am I don't think those are on the list of searchable items:
So each planet has its own searchable list of items and Artillery turret is not part of that list on Gleba. Otherwise its bug.
by Kalixt
Fri Jan 24, 2025 11:39 am
Forum: Not a bug
Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
Replies: 5
Views: 1317

[2.0.32] Can't find artillery turret through remote view search on Gleba

Hello,
we have this insane feature, where you have search in remote view and it highlights items for you on map. I was trying to find where is my artillery turrets placed on Gleba but it found 0, even tho I saw there has to be some because of large turret range on map. Tried the same thing on ...
by Kalixt
Fri Jan 10, 2025 9:25 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Replies: 22
Views: 18926

Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades

Its far from minor issue when you design solar edge ship for the first time after several rail gun shooting speed upgrades thinking 'it will be fine', just few more of these 6M+ researches and I am good to go. Later on when you starts investigate what went wrong, you see shooting speed is a bit ...

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