Search found 16 matches
- Tue May 13, 2025 10:07 am
- Forum: Not a bug
- Topic: [2.0.47] unconnected electromagnetic plant refills fluid
- Replies: 3
- Views: 123
Re: [2.0.47] unconnected electromagnetic plant refills fluid
No, I'm saying, at least on my machine, I can watch the value for how much fluid is inside the plant go up while it is not connected.
And the statistics graph shows I'm not making more fluid and the value in the now disconnected pipe doesn't go down either.
It's a slight misconception you're ...
- Mon Apr 21, 2025 7:33 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 225
- Views: 47501
Re: Version 2.0.45
That said, I'm not even convinced a 100% run including Lazy Bastard, Rush to Space, and Keeping Your Hands Clean is even possible under the proposed settings rules, at least without maybe 3-4 players. There's a 23 hour speedrun that does this, but it includes max starting area https://www.speedrun ...
- Tue Apr 15, 2025 11:16 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 225
- Views: 47501
Re: Version 2.0.45
This got more controversial than I thought, personally I'd just be interested in a think on the default railworld preset, as it ships out of the box and we do recommend it to people new to the game since they won't have to care about biters as much if that is their main complaint.
For the ...
For the ...
- Mon Apr 14, 2025 9:02 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 225
- Views: 47501
Re: Version 2.0.45
Good evening everyone,
could you elaborate a bit on the following fix?
Bugfixes
Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
As implemented now it disables the 10 or so affected achievements ...
could you elaborate a bit on the following fix?
Bugfixes
Fixed that the achievements checks of map startup difficulty settings didn't check for pollution, expansion settings, starting area and trees.
As implemented now it disables the 10 or so affected achievements ...
- Fri Mar 21, 2025 5:43 pm
- Forum: Not a bug
- Topic: [2.0.42][windows] GPU load increases massively when Factorio is in background at high game speed
- Replies: 4
- Views: 317
Re: [2.0.42][windows] GPU load increases massively when Factorio is in background at high game speed
It could also be a case of the GPU going into lower power state and then reporting higher utilization percentage even though it doesn't do any additional work, looking at power consumption of the GPU might be a better indicator. But this is also just a wild guess.
Had a look, that does not seem ...
- Fri Mar 21, 2025 1:38 pm
- Forum: Not a bug
- Topic: [2.0.42][windows] GPU load increases massively when Factorio is in background at high game speed
- Replies: 4
- Views: 317
[2.0.42][windows] GPU load increases massively when Factorio is in background at high game speed
Hello everyone, just noticed that Factorio seems to massively load the GPU when the game is sped up and gets put in the background.
This might be a duplicate, but GPU is too short a search term for the forum.
What did you do?
- Testing on the attached save in editor mode (Steam Experimental ...
This might be a duplicate, but GPU is too short a search term for the forum.
What did you do?
- Testing on the attached save in editor mode (Steam Experimental ...
- Thu Dec 05, 2024 10:43 pm
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 27284
Re: Version 2.0.24
Balancing
[space-age] Land mines on space platforms now damage the space platform tiles in a radius.
[space-age] Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. (https://forums.factorio.com/122574 ...
- Sun Nov 17, 2024 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Show Recycling info in Factoriopedia
- Replies: 15
- Views: 2106
Re: Put the recycle to result in the Factoriopedia
+1 on this.
While I've found the recipe generation code now, it has been frustrating to figure this out for every single item.
I am not good enough with lua or the modding API to be sure, but it seems that there's also a possibility for mods to add different recipes and outcomes to recycling ...
While I've found the recipe generation code now, it has been frustrating to figure this out for every single item.
I am not good enough with lua or the modding API to be sure, but it seems that there's also a possibility for mods to add different recipes and outcomes to recycling ...
- Tue Nov 12, 2024 8:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.17] bots not delivering module upgrades to an upgrade planned building
- Replies: 1
- Views: 979
[Genhis][2.0.17] bots not delivering module upgrades to an upgrade planned building
What did you do?
I placed an epic Biolab and marked it for upgrade to Legendary quality. While the lab was not upgraded yet I placed module replacement requests from prod2 to prod3 modules. (see the demo save file for a setup)
What happened?
The bots do not deliver the new modules until the lab ...
I placed an epic Biolab and marked it for upgrade to Legendary quality. While the lab was not upgraded yet I placed module replacement requests from prod2 to prod3 modules. (see the demo save file for a setup)
What happened?
The bots do not deliver the new modules until the lab ...
- Thu Oct 10, 2024 8:33 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 46119
Re: Friday Facts #431 - Gleba & Captivity
I'd just like to leave something regarding the Embargo, even if it's way too late to do anything about it at this point.
I feel it is very unfortunate that the Embargo lifts without any restrictions this early. I can fully understand why a press embargo lifts this early, but that's a very different ...
I feel it is very unfortunate that the Embargo lifts without any restrictions this early. I can fully understand why a press embargo lifts this early, but that's a very different ...
- Sat Sep 28, 2024 12:59 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 67580
Re: Friday Facts #430 - Drowning in Fluids
I was quite critical of the originally suggested system, but I think I like this.
It does not trivialize fluids completely and requiring pumps makes throughput stuff more legible.
250x250 seemed odd at first glance, but any other number chosen would have the same "issue" people are complaining ...
It does not trivialize fluids completely and requiring pumps makes throughput stuff more legible.
250x250 seemed odd at first glance, but any other number chosen would have the same "issue" people are complaining ...
- Fri Jun 21, 2024 5:13 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124239
Re: Friday Facts #416 - Fluids 2.0
I'll have to chime in on the "I'm skeptical" side of the argument. While raiguard also mentioned that it's still wip and that not all the details have been posted yet, as the FFF describes it, the fluid system becomes quite boring. I can indeed relate to the current system being unintuitive and that ...
- Sat Jan 27, 2024 11:59 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 44046
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Love the new features, the generics will clean up the interrupts a lot and make custom ones more visible/easier to find in bigger modpacks.
The priority is basically the last thing missing for me after the train limits that keep me from dropping train logistics mods. Yes, it can be done in vanilla ...
The priority is basically the last thing missing for me after the train limits that keep me from dropping train logistics mods. Yes, it can be done in vanilla ...
- Thu Jan 18, 2024 2:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.102] Crash searching in train stop icon selection (ChatIconSelectListGui::updateItems)
- Replies: 2
- Views: 2499
[1.1.102] Crash searching in train stop icon selection (ChatIconSelectListGui::updateItems)
Hey, just updated and it's hard crashing when I try to use the search function within the Train Stop Icon Selection UI.
Happening in modded as well as in a clean instance.
Reproduction:
- Start new (sandbox) map
- Place some rail with a station
- Click the station
- Click to rename the station ...
Happening in modded as well as in a clean instance.
Reproduction:
- Start new (sandbox) map
- Place some rail with a station
- Click the station
- Click to rename the station ...
- Tue Feb 01, 2022 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.49] Biters get confused by Defender Capsules
- Replies: 1
- Views: 1174
Re: [1.1.49] Biters get confused by Defender Capsules
Seems fixed in 1.1.53, possibly related to 99767 as the biter behavior was essentially the same as was happening with land mines.
- Tue Dec 14, 2021 1:04 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.49] Biters get confused by Defender Capsules
- Replies: 1
- Views: 1174
[1.1.49] Biters get confused by Defender Capsules
I noticed biters running away when approaching a base with Defender Capsules active.
Up until this version biters would always run towards the attacking character.
To reproduce the issue in sandbox:
- spawn Biter/Spitter spawners around the player character
- spawned biters and spitters will ...
Up until this version biters would always run towards the attacking character.
To reproduce the issue in sandbox:
- spawn Biter/Spitter spawners around the player character
- spawned biters and spitters will ...