Search found 14 matches

by serhatozgel
Tue Nov 05, 2024 10:54 pm
Forum: Not a bug
Topic: [2.0.14] I am able to create infinitely long elevated rail segment with only 2 segments in Editor
Replies: 2
Views: 546

[2.0.14] I am able to create infinitely long elevated rail segment with only 2 segments in Editor

https://i.ibb.co/y0LXWXL/Screenshot-2024-11-05-at-22-46-45.png

What did you do?
- On Fulgora, with /editor
- I created an elevated rail segment with 2 ramps
- CTRL-X to cut the second ramp
- CTRL-Y to paste it a bit further from the first
- Use auto-rail placer tool to extend the hanging rail to ...
by serhatozgel
Fri Apr 12, 2024 2:29 pm
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 52861

Re: Friday Facts #406 - Space Age Music

I did not read the whole thread out of excitement so sorry if this is a repeat.

Can the sheet music be made available even if as a purchase-able option?

Musicians among us would love to play some Factorio music or do some covers!
by serhatozgel
Fri Oct 13, 2023 2:37 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 62716

Re: Friday Facts #380 - Remote view

Ghosts are looking much better now! I would not consider remotely building a piece of factory with ghosts but I can see I'll do it all the time now.

One suggestion: With the ghost looking so slick now, the deconstruction mark "X" now feels outdated. Could entities marked for deconstruction be ...
by serhatozgel
Sat Sep 16, 2023 3:11 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 120410

Re: Friday Facts #376 - Research and Technology

Do we have enough clarity on if we will need or want high quality items in science production, or if we will only use them in the ‘mall’ factory?

Or to put differently, will there be something like a higher quality science pack or a higher quality science pack ingredient (or ingredient of an ...
by serhatozgel
Wed Aug 30, 2023 10:37 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 136547

Re: Friday Facts #373 - Factorio: Space Age


No by-products or waste products.


One small example but uranium processing generates U-238 that we have to deal with.
I think there are plenty of by-products, waste products and ways to deal with waste that some mods add.


No pressure losses in the pipes


There is pressure loss in the pipes ...
by serhatozgel
Sun Aug 27, 2023 11:37 am
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 136547

Re: Friday Facts #373 - Factorio: Space Age


This post is probably going to make everyone hate me, but...

Factorio in general seems to be stuck in this weird contradictory middle-point between automation/puzzle game and tower defence game. The long, slow factory building gameplay somewhat contradicts with the need to constantly defend ...
by serhatozgel
Sat Aug 26, 2023 8:33 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 136547

Re: Friday Facts #373 - Factorio: Space Age

I do not have a strong opinion on cliff explosives but I think delaying spidertron and artillery makes sense.

They are overpowering tools that nothing in the game can match. They make sense as end game tools but I think we should have content-appropriate tools until the end game.

Also, after ...
by serhatozgel
Fri Aug 25, 2023 4:26 pm
Forum: News
Topic: Friday Facts #373 - Factorio: Space Age
Replies: 269
Views: 136547

Re: Friday Facts #373 - Factorio: Space Age

Excellent news!

As my 2 cents, I do hope that Space Age addresses the biggest 2 things I do not like in Vanilla (do not get me wrong, Factorio is by far the best game I’ve played):

1. There’s no point in building a megabase other than achieving bigger numbers. I wish there was a small bit of ...
by serhatozgel
Mon Jan 11, 2021 10:53 pm
Forum: Pending
Topic: [kovarex] [1.1.8] Crash (ElectricSubNetwork::removeConnectedEntityID)
Replies: 2
Views: 1184

[kovarex] [1.1.8] Crash (ElectricSubNetwork::removeConnectedEntityID)

Hi, the game crashed while I was building smelters with personal robots in a spidertron. No mods, no blueprints. Attached, you can find logs and some other files in the same folder. Hope they help.
by serhatozgel
Mon May 25, 2020 8:33 pm
Forum: Not a bug
Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
Replies: 6
Views: 1979

Re: [0.18.26] Cutting "Electricity generator" does not remove it from the ground

Deleting it from the entities editor indeed removes it. Thanks!
by serhatozgel
Mon May 25, 2020 8:09 pm
Forum: Not a bug
Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
Replies: 6
Views: 1979

Re: [0.18.26] Cutting "Electricity generator" does not remove it from the ground

As additional info, all other entities can be picked up by mining them except the Electricity generator. This has always been the case so I've been assuming it was by design. As of this version, I'm no longer able to remove this entity in any way.

I'm sorry if I'm not using the right terminology. I ...
by serhatozgel
Mon May 25, 2020 8:02 pm
Forum: Not a bug
Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
Replies: 6
Views: 1979

Re: [0.18.26] Cutting "Electricity generator" does not remove it from the ground


What is an "Electricity generator" and what is "not remove it from the ground" supposed to mean?


The "Electricity generator" is an entity that is only available in the map editor. It has this description:

"A segment of the crashed ship containing a reactor. It is still functional but ...
by serhatozgel
Mon May 25, 2020 7:27 pm
Forum: Not a bug
Topic: [0.18.26] Cutting "Electricity generator" does not remove it from the ground
Replies: 6
Views: 1979

[0.18.26] Cutting "Electricity generator" does not remove it from the ground

Steps to reproduce:

1. Open map editor
2. Place an Electricity generator
3. Place CTRL + X and cut the generator

What is expected:

- The Electricity generator is removed

What happens instead:

- The Electricity generator remains on the ground

Build 51686
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