Recently I noticed one of my ships has very choppy space dust animation/quality.
https://www.youtube.com/watch?v=SNYKbeXX7jU
At the same time, 4 other ships (3 of which are duplicates of this one) are all totally fine.
CPU/GPU/FPS/UPS are all fine. Any ideas why?
Closing the saved game and re ...
Search found 23 matches
- Sat Jan 04, 2025 1:25 am
- Forum: Technical Help
- Topic: 1 Ship has very poor space dust animations - sometimes
- Replies: 0
- Views: 153
- Sat Nov 09, 2024 5:20 am
- Forum: Ideas and Suggestions
- Topic: Map pins panel should only show the pins for the current planet
- Replies: 0
- Views: 192
Map pins panel should only show the pins for the current planet
Map pins are nice, but it doesn't make sense to show my pins on the right panel (with the delete icons) when my pins were for Vulcanus and I'm currently viewing Nauvis.
- Tue Nov 05, 2024 9:55 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 91
- Views: 135799
Re: Space Platform 101 Discussion
Click the space platform hub, click the bolt icon in the upper right of that panel.Shalashalska wrote: Fri Oct 25, 2024 7:55 am You can view the power statistics of the space platform by placing a power pole anywhere on the platform. I'm not sure if there is a better way to do this, and there probably should be one.
- Tue Nov 05, 2024 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Tweaks
- Replies: 0
- Views: 210
Roboport Tweaks
It would be nice if
1) there was a shortcut button to open up the network contents panel to the current network when you're inside a roboport (like when you manually fill with robots)
2) you could tell a robo-network NOT to give away repair packs to anything outside of the network. A couple of ...
1) there was a shortcut button to open up the network contents panel to the current network when you're inside a roboport (like when you manually fill with robots)
2) you could tell a robo-network NOT to give away repair packs to anything outside of the network. A couple of ...
- Tue Nov 05, 2024 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
- Replies: 41
- Views: 40067
Re: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
The easy hotfix is just to build and delete a tile next to the collector that is stuck. (it can be just a blueprint)
I will fix it properly soon. Sorry about the inconvenience.
I've tried this many times, it doesn't work for me.
UPDATE: Adding a ghost tile in space connected to the collector ...
- Thu Oct 31, 2024 4:51 pm
- Forum: Wiki Talk
- Topic: Space Science Pack content needs updating
- Replies: 0
- Views: 261
Space Science Pack content needs updating
https://wiki.factorio.com/Space_science_pack
This does have the space age recipe, but the main content also needs tweaking in light of Space Age.
This does have the space age recipe, but the main content also needs tweaking in light of Space Age.
- Fri Sep 20, 2024 1:17 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 49111
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Boy the dust cloud is super-jerky, the whole thing updates at the same time.
- Fri Sep 13, 2024 3:35 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 23869
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex?
For once, it's a nice puzzle to solve and that's part of the game ...
- Fri Sep 13, 2024 3:21 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 23869
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex?
I have fuel savings enabled on my reactors and my my SE base has ...
- Fri Sep 13, 2024 2:55 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 23869
Re: Friday Facts #428 - Reactor & Logistics circuit control
I don't get the point of circuits in nuclear reactors. Uranium is plentiful, I didn't even go through 1/2 a mine in my 5k megabase, what would be the point of throttling nuclear power if resources are so abundant with koverex?
- Fri Sep 06, 2024 1:13 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 53432
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
I'm a bit sad at the fact personal lasers damage was changed (whatever "nerfed by 66% means), along with the fact the bug bases got stronger over time.. That's quite a double whammy. P-lasers are my go to for clearing areas vs artillery.
- Wed Sep 04, 2024 5:38 pm
- Forum: Off topic
- Topic: Songs to Factorioize by
- Replies: 65
- Views: 135336
- Mon Jul 08, 2024 6:29 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 33776
Re: Friday Facts #417 - Space Age development
The last photo doesn't make sense. With beacon overload having that many beacons around silos should disable all of them (or something)
It's almost as if beacon overload does not exist without mods...
I think the diminishing returns from a previous FFF were what this is referring to, which ...
- Thu Jul 04, 2024 5:47 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 33776
Re: Friday Facts #417 - Space Age development
The last photo doesn't make sense. With beacon overload having that many beacons around silos should disable all of them (or something)
- Tue Jul 02, 2024 2:31 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 255811
Re: Friday Facts #375 - Quality
My main beef is the graphics. They are nice and simple, but I really don't like how they poison the beautiful graphics in the game (and yes I also wish alt-mode was more integrated into the graphics somehow too).
I'd rather see a single colored dot, or maybe just colorize the object instead.
I'd rather see a single colored dot, or maybe just colorize the object instead.
- Tue Jun 25, 2024 5:03 pm
- Forum: Duplicates
- Topic: Out of range personal construction bots are still assigned jobs
- Replies: 4
- Views: 676
Re: Out of range personal construction bots are still assigned jobs
You just made my day.
- Tue Jun 25, 2024 3:26 pm
- Forum: Ideas and Suggestions
- Topic: Out of range personal construction bots shouldn't be assigned new construction jobs
- Replies: 1
- Views: 378
Out of range personal construction bots shouldn't be assigned new construction jobs
TL;DR
Out of range personal construction bots shouldn't be assigned new construction jobs
What ?
Every once and a while I'll either outrun a personal construction bot, or leave one behind and it enters low-power mode. It's super annoying to have new jobs assigned to a bot that isn't anywhere ...
Out of range personal construction bots shouldn't be assigned new construction jobs
What ?
Every once and a while I'll either outrun a personal construction bot, or leave one behind and it enters low-power mode. It's super annoying to have new jobs assigned to a bot that isn't anywhere ...
- Tue Jun 25, 2024 3:06 pm
- Forum: Duplicates
- Topic: Out of range personal construction bots are still assigned jobs
- Replies: 4
- Views: 676
Re: Out of range personal construction bots are still assigned jobs
Yeah I certainly wouldn't want it to attempt to calculate the time a robot to has to come back.. I think both of my ideas are much better IMHO.
I think I'll move this to Ideas & Suggestions, viewtopic.php?f=6&t=114025
I think I'll move this to Ideas & Suggestions, viewtopic.php?f=6&t=114025
- Tue Jun 25, 2024 1:27 pm
- Forum: Duplicates
- Topic: Out of range personal construction bots are still assigned jobs
- Replies: 4
- Views: 676
Out of range personal construction bots are still assigned jobs
I had an issue yesterday where I was running around in my car, bumping into things etc.. and one of my personal construction bots got out and fixed it, but I drove away too soon before it could dock.
Then, much further away as I was trying to create a bunch of train tracks, 1 track tile would ...
Then, much further away as I was trying to create a bunch of train tracks, 1 track tile would ...
- Fri Jul 01, 2022 4:26 pm
- Forum: Gameplay Help
- Topic: Nuclear Reactor Copy-Recipe Wrong
- Replies: 8
- Views: 2310
Re: Nuclear Reactor Copy-Recipe Wrong
Ah, so it just happens that Reactor only accepts 1 fuel, but since it's in the same class as burners like the boiler (which accepts more than 1) then it wouldn't make sense to do that for the reactor. Gotcha, thanks!