Search found 355 matches

by computeraddict
Thu Jun 26, 2025 2:08 pm
Forum: Gameplay Help
Topic: No Fulgoran vault ruin
Replies: 12
Views: 433

Re: No Fulgoran vault ruin

mmmPI wrote: Thu Jun 26, 2025 11:20 am You can use your spaceship to drop a car on Fulgora, it takes much less time to wander around btw 8-)
A tank with a fission reactor and some shields lets you drive around without worrying about lightning, too.
by computeraddict
Sun Jun 22, 2025 6:25 pm
Forum: Ideas and Suggestions
Topic: Unfulfilled conditions in yellow
Replies: 3
Views: 348

Re: Unfulfilled conditions in yellow

Maybe not yellow/green, but definitely needs something
by computeraddict
Fri Jun 20, 2025 7:37 pm
Forum: Gameplay Help
Topic: Can't research Promethium...... Why not???
Replies: 10
Views: 514

Re: Can't research Promethium...... Why not???

Removing mods doesn't always undo the changes they've made to the tech tree iirc
by computeraddict
Thu Jun 19, 2025 4:59 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.55] Prometheum science pack description inconsistent
Replies: 2
Views: 783

Re: [2.0.55] Prometheum science pack description inconsistent

boskid wrote: Thu Jun 19, 2025 12:17 pm Ok, i added a most generic description to match other science packs.
Is this the easiest bug fix of all time
by computeraddict
Mon Jun 16, 2025 7:31 pm
Forum: Ideas and Suggestions
Topic: Spoiled items should be inserted directly into trash slots
Replies: 2
Views: 202

Re: Spoiled items should be inserted directly into trash slots

Anything can be marked as a spoilage product. For example, iron ore and copper ore are spoilage products of bacteria. This would completely kill space sushi.
by computeraddict
Sun Jun 15, 2025 10:53 pm
Forum: Gameplay Help
Topic: machine logistic
Replies: 2
Views: 250

Re: machine logistic

Connect a wire to the machine, set the machine to "set recipe". It will try to craft the item you send as a signal.

And that's where simple ends.
by computeraddict
Tue Jun 10, 2025 2:23 pm
Forum: Ideas and Suggestions
Topic: Fulgora bootstrap
Replies: 5
Views: 580

Re: Fulgora bootstrap

Iirc there was actually a problem with getting iron sticks for power poles but those got added to the drop table of one of the doodads at some point.
by computeraddict
Tue Jun 10, 2025 2:19 pm
Forum: Balancing
Topic: Acid neutralizarion is 10x too fast.
Replies: 19
Views: 3796

Re: Acid neutralizarion is 10x too fast.


Besides space platforms, there is never a situation where solar isn’t completely outclassed by another option. Since nuclear power was added to the game, solar has had only two roles: A stepping stone between boilers and nuclear, and a reliable backup generator for miscellaneous purposes.


Solar ...
by computeraddict
Fri Jun 06, 2025 10:09 pm
Forum: Gameplay Help
Topic: Heat Pipe Math for Aquilo
Replies: 5
Views: 730

Re: Heat Pipe Math for Aquilo

What's unobvious about the Aquilo heat piping is how much each entity draws to keep warm
by computeraddict
Thu Jun 05, 2025 7:11 pm
Forum: Won't fix.
Topic: [2.0.47] One of the main menu simulations have issue
Replies: 3
Views: 710

Re: [2.0.47] One of the main menu simulations have issue

Rseding91 wrote: Thu Jun 05, 2025 6:57 pm Thanks for the report however this simply doesn't matter.
If anything it's great training for playing the game where mistakes like these are easy to make.
by computeraddict
Wed Jun 04, 2025 3:50 pm
Forum: Modding help
Topic: Problem toying with infinite tech
Replies: 5
Views: 782

Re: Problem toying with infinite tech


Yeah but a better language would have warn me... and I code since 20 years.... so..... and I'm using factorio modding tool kit and somehow it miss it anyway...


It's just the norm of dynamically typed languages. They give you a powerful tool and trust you won't point it at your own foot. People ...
by computeraddict
Tue Jun 03, 2025 8:19 pm
Forum: Modding help
Topic: Problem toying with infinite tech
Replies: 5
Views: 782

Re: Problem toying with infinite tech

Stargateur wrote: Tue Jun 03, 2025 6:50 pm damm I hate lua
Data structure matters. You will find this everywhere you program.
by computeraddict
Tue Jun 03, 2025 3:08 pm
Forum: Duplicates
Topic: [2.0.55] (Minor bug) Accumulators not charging when placed on 2 networks
Replies: 2
Views: 425

Re: [2.0.55] (Minor bug) Accumulators not charging when placed on 2 networks

Isn't this just because the load and the accumulators are both in the same two networks so it just depends on whether the load looks at the big network or the small network first? I'm not sure what the practical application of such a setup would be...
by computeraddict
Sun Jun 01, 2025 5:28 pm
Forum: Ideas and Suggestions
Topic: Ability for Inserters to downgrade quality
Replies: 6
Views: 696

Re: Ability for Inserters to downgrade quality


would make it easier for players to dabble with quality (like they can the other modules)


You can just filter the output inserters on your first quality machines to shove higher quality outputs into a box for later consideration.

Tbqh I think most of your proposal would make quality harder to ...
by computeraddict
Fri May 30, 2025 8:25 am
Forum: Gameplay Help
Topic: Demolishers?
Replies: 4
Views: 699

Re: Demolishers?

graurel wrote: Fri May 30, 2025 7:39 am what is a good way to fight them?
Check their stats. They have fairly normal amounts of armor but insanely high regeneration. Find a way to do a lot of damage quickly.
by computeraddict
Thu May 29, 2025 5:04 pm
Forum: Gameplay Help
Topic: One red belt of stone is not enough for 48 steel furnaces
Replies: 3
Views: 648

Re: One red belt of stone is not enough for 48 steel furnaces

(30 stone per second) / (2 stone per brick) * (3.2 crafting seconds per brick) / (2 crafting seconds per steel furnace per second) = 24 steel furnaces
by computeraddict
Thu May 29, 2025 2:05 pm
Forum: Ideas and Suggestions
Topic: Artillery-Deployed Landmines
Replies: 1
Views: 223

Re: Artillery-Deployed Landmines

bakykentaky wrote: Thu May 29, 2025 10:29 am primarily because placing them is manual and dangerous.
Placement and replacement of mines can be done by construction robots.
by computeraddict
Wed May 28, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: Mech armor should extend reach
Replies: 4
Views: 420

Re: Mech armor should extend reach

By the time I had Mech Armor my player was just parked immobile on Gleba and I was doing everything remotely with robots and RC tanks. You don't need reach by the time you get it.
by computeraddict
Mon May 26, 2025 11:54 pm
Forum: Gameplay Help
Topic: Remote control of tank
Replies: 2
Views: 479

Re: Remote control of tank

PianoGuy wrote: Mon May 26, 2025 11:16 pm I've got a personal roboport in the tank, and I've got radar coverage. So how do I make it go?
Go to map view, click the tank, click the drive remotely button

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