A tank with a fission reactor and some shields lets you drive around without worrying about lightning, too.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![]()
Search found 355 matches
- Thu Jun 26, 2025 2:08 pm
- Forum: Gameplay Help
- Topic: No Fulgoran vault ruin
- Replies: 12
- Views: 433
Re: No Fulgoran vault ruin
- 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
- 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
- Thu Jun 19, 2025 7:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.57] Rocket part crafting slowdown during animations
- Replies: 10
- Views: 598
Re: [2.0.57] Rocket part crafting slowdown during animations
Is your power browning out?
- 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
Is this the easiest bug fix of all timeboskid wrote: Thu Jun 19, 2025 12:17 pm Ok, i added a most generic description to match other science packs.
- 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.
- 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.
And that's where simple ends.
- 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.
- 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 ...
- 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
- 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
If anything it's great training for playing the game where mistakes like these are easy to make.
- 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 ...
- 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
Data structure matters. You will find this everywhere you program.
- 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...
- 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 ...
- Fri May 30, 2025 8:25 am
- Forum: Gameplay Help
- Topic: Demolishers?
- Replies: 4
- Views: 699
Re: Demolishers?
Check their stats. They have fairly normal amounts of armor but insanely high regeneration. Find a way to do a lot of damage quickly.
- 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
- Thu May 29, 2025 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Artillery-Deployed Landmines
- Replies: 1
- Views: 223
Re: Artillery-Deployed Landmines
Placement and replacement of mines can be done by construction robots.bakykentaky wrote: Thu May 29, 2025 10:29 am primarily because placing them is manual and dangerous.
- 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.
- Mon May 26, 2025 11:54 pm
- Forum: Gameplay Help
- Topic: Remote control of tank
- Replies: 2
- Views: 479
Re: Remote control of tank
Go to map view, click the tank, click the drive remotely buttonPianoGuy 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?