Search found 57 matches

by berggen
Fri Jul 17, 2026 2:04 pm
Forum: Duplicates
Topic: [2.1.11] Robots from portable roboport can not place robots
Replies: 3
Views: 187

Re: [2.1.11] Robots from portable roboport can not place robots

Can you place robots in a chest via spider? (both as an intermediate work around and as a triage of the issue)
by berggen
Thu Jul 16, 2026 5:27 pm
Forum: Modding discussion
Topic: A small change in 2.1.7 had a big impact: The Humble Sensor Mine!
Replies: 1
Views: 197

Re: A small change in 2.1.7 had a big impact: The Humble Sensor Mine!

Super cool. being able to trigger off of things like machine craft finished opens a lot of possibilities for modding. Thanks for making this mod and pointing out these new abilities.

How expensive are on tick polls in practice? I've always assumed they're actually quite cheap.
by berggen
Thu Jul 16, 2026 5:06 pm
Forum: Balancing
Topic: Transferring between space platforms
Replies: 5
Views: 559

Re: Transferring between space platforms

I really enjoy it so far, now feeling like I'm incentivized to build a fleet of specialized ships instead of every ship really is just a cargo hauler with different specs. IMO, it's better gameplay, especially considering the cleverness you need to do to build buffering depots with radars + circuits.
by berggen
Wed Jul 08, 2026 5:28 pm
Forum: Not a bug
Topic: [2.1.9] Not all fusion reactors running at the same time
Replies: 3
Views: 385

Re: [2.1.9] Not all fusion reactors running at the same time

Pretty sure this is working as intended, but you could set up some circuitry wizardry to charge and discharge accumulators if you really wanted to ensure maximum neighbor bonus.
by berggen
Tue Jul 07, 2026 12:51 pm
Forum: Gameplay Help
Topic: Rush to Space not available.
Replies: 1
Views: 515

Re: Rush to Space not available.

If you started without space age, that's almost certainly the reason this isn't available. Short of going in and editing the save file or cheating in the achievement somehow, this save isn't going to make it available to you.
by berggen
Wed Jul 01, 2026 3:50 pm
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 34
Views: 6014

Re: Experimental Biter expansion too strong


i dont mind expansion size. i DO mind VERY much that expansions now apparently can happen in areas biters should not be able reach. i frequently have new expansions behind my turret line and this just sucks.

edit: well, i said i did not mind the size. i frequently see what i could only describe ...
by berggen
Wed Jul 01, 2026 3:26 pm
Forum: Not a bug
Topic: [2.1.9] Space Science pack recipe icon defined
Replies: 5
Views: 359

Re: [2.1.9] Space Science pack recipe icon defined

FWIW, it looks like the author of the mod in question fixed the mod 9 hours ago to correctly override the recipe icon as well: https://github.com/Alkumist/cb-science- ... -fixes.lua

Edit: Oh, that's you :lol:
by berggen
Wed Jul 01, 2026 2:01 pm
Forum: Not a bug
Topic: [2.1.9] Space platforms can request non-items
Replies: 4
Views: 390

Re: [2.1.9] Space platforms can request non-items

Patient : Doctor, it hurts when I do this.
Doctor : Don't do that then.

What is the problem with this behavior? (does something break) Allowing a user to do something that will never get completed happens all over the game. I can set recipes for things I don't have ingredients for, set conditions ...
by berggen
Wed Jul 01, 2026 3:25 am
Forum: Ideas and Suggestions
Topic: Make possible to drop items to character not (0,0)
Replies: 3
Views: 239

Re: Make possible to drop items to character not (0,0)



FWIW, you can ship a cargo landing pad (1 rocket) and drop that as your first drop, then pick it up and build it to allow all future drops to go where you are :)

Or you can ship cargo landing pad, take 40 minutes to scout Fulgora without getting it and than waste 20+ minutes to run back to 0,0 ...
by berggen
Wed Jul 01, 2026 2:55 am
Forum: Ideas and Suggestions
Topic: Selector Combinator: Quality Overwrite
Replies: 3
Views: 267

Re: Selector Combinator: Quality Overwrite


I actually needed to do this a month or two ago and I figured out that an arithmetic combinator with "each" input adding 0 and outputting a specific non-quality signal would sum all qualities together. I am still at a loss for why this works TBH but I have found it useful:

...

I personally think ...
by berggen
Tue Jun 30, 2026 6:28 pm
Forum: Ideas and Suggestions
Topic: Make possible to drop items to character not (0,0)
Replies: 3
Views: 239

Re: Make possible to drop items to character not (0,0)

FWIW, you can ship a cargo landing pad (1 rocket) and drop that as your first drop, then pick it up and build it to allow all future drops to go where you are :)
by berggen
Tue Jun 30, 2026 3:46 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
Replies: 6
Views: 447

Re: [2.1.9] Headless --until-tick option requires non-existent --load-game option

Loewchen wrote: Tue Jun 30, 2026 3:41 pm --load-game does not work on headless and I don't think --until-tick does either.
--load-game is not even a valid option for headless. --until-tick is a valid option, but does nothing.
by berggen
Tue Jun 30, 2026 3:45 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
Replies: 6
Views: 447

Re: [2.1.9] Headless --until-tick option requires non-existent --load-game option


Did you try passing --start-server (or --create) with the name of a save file? The --load-game might just be an outdated error message that was overlooked.
Most recent command which works: ./headless_2_1_9/bin/x64/factorio --mod-directory mods_2_1_9/ --start-server map_2_0_77 --server-settings ...
by berggen
Tue Jun 30, 2026 3:07 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.9] Headless --until-tick option requires non-existent --load-game option
Replies: 6
Views: 447

[2.1.9] Headless --until-tick option requires non-existent --load-game option

What did you do?
1. Ran headless with --until-tick :

Command: ./headless_2_1_9/bin/x64/factorio --mod-directory mods_2_0_77/ --until-tick 100

Output: 0.000 Error UntilTick.cpp:17: --until-tick requires --load-game

2. Ran headless with --load-game :

Command: ./headless_2_1_9/bin/x64/factorio ...
by berggen
Tue Jun 30, 2026 2:16 pm
Forum: Ideas and Suggestions
Topic: Selector Combinator: Quality Overwrite
Replies: 3
Views: 267

Selector Combinator: Quality Overwrite

TL;DR
A mode for the selector combinator that flattens quality.

What?
Add a selector combinator mode called Quality Overwrite or similar which:

Has a target quality selector, [Common, Uncommon, Rare, Epic, Legendary], with Common selected by default.

Converts all input X[Any] to X[Target ...
by berggen
Mon Jun 29, 2026 2:58 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 19
Views: 7295

Re: Dynamically change trainstop names richtext icons with circuit signals

Would be super cool for allowing more compact clever circuited builds :)

If the problem is that once the circuit signal changes, there isn't a clean game record of the stations original name, I'd happily take a set first/last icon option as well. It'd constrain engineers in how they name their ...
by berggen
Mon Jun 29, 2026 2:31 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.1.8] Legendary Inserter has inconsistent rotation times
Replies: 8
Views: 11328

Re: [boskid][2.1.8] Legendary Inserter has inconsistent rotation times


Thanks for the report. Issue is now fixed for 2.1.9.

This was quite tough issue because it involves floating point math errors that were accumulating differently based on inserter orientation, so i had to change inserters logic to use fixed point orientations to make their behavior symmetric in ...
by berggen
Sun Jun 28, 2026 12:56 pm
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 34
Views: 6014

Re: Experimental Biter expansion too strong


Upon further investigation, I discovered this 'hard limit' was actually just a over-zealous pruning of legitimate candidate chunks: https://forums.factorio.com/134444


Thanks for linking & fixing https://forums.factorio.com/134444. WRT the balance implications here, I don't know exactly how ...
by berggen
Thu Jun 25, 2026 11:41 pm
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 34
Views: 6014

Re: Experimental Biter expansion is kind of broken


There is the hard limit, that they won't try to expand to a chunk with any player buildings


Wow, that's really significant. Also ironically makes a lot of previous low odd expansion candidates impossible, which I think is actually a player nerf if you're building hard walls at the edge of your ...

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