Search found 23 matches

by hecktarzuli
Sat Jan 04, 2025 1:25 am
Forum: Technical Help
Topic: 1 Ship has very poor space dust animations - sometimes
Replies: 0
Views: 153

1 Ship has very poor space dust animations - sometimes

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 ...
by hecktarzuli
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.
by hecktarzuli
Tue Nov 05, 2024 9:55 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 91
Views: 135799

Re: Space Platform 101 Discussion

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.
Click the space platform hub, click the bolt icon in the upper right of that panel.
by hecktarzuli
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 ...
by hecktarzuli
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 ...
by hecktarzuli
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.
by hecktarzuli
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.
by hecktarzuli
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 ...
by hecktarzuli
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 ...
by hecktarzuli
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?
by hecktarzuli
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.
by hecktarzuli
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 ...
by hecktarzuli
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)
by hecktarzuli
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.
by hecktarzuli
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 ...
by hecktarzuli
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
by hecktarzuli
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 ...
by hecktarzuli
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!

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