Search found 37 matches

by vark111
Wed Apr 16, 2025 1:36 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 224
Views: 46596

Re: Version 2.0.45

So will you at least address the fact that none of these new rules are mentioned in the map generation screen, like they are for peaceful mode?


Also, at least according to this post: https://forums.factorio.com/viewtopic.php?t=128202

Deathworld also disables achievements. I can't imagine that's ...
by vark111
Tue Apr 15, 2025 8:47 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 224
Views: 46596

Re: Version 2.0.45

We can discuss and have valid opinions one way or the other all day long on the effect the achievement change has for speed runners.

My bigger concern is this change breaks Railworld.
by vark111
Fri Apr 11, 2025 8:22 pm
Forum: Ideas and Suggestions
Topic: Simple coal liquefaction should use only one fluid input and output, like basic oil processing
Replies: 5
Views: 1294

Re: Simple coal liquefaction should use only one fluid input and output, like basic oil processing

Problem is the fluid inputs for the two recipes are completely different. They share nothing with each other like the two oil processing inputs do. (Crude / Crude + Water)

Simple Coal Liquefaction takes in Sulfuric Acid.
Advanced Coal Liquefaction takes in Steam and Heavy Oil.

There's no ...
by vark111
Fri Apr 11, 2025 3:57 pm
Forum: Not a bug
Topic: 2.0.43 The inserter can not take an item from a folded belt
Replies: 11
Views: 639

Re: 2.0.43 The inserter can not take an item from a folded belt

I did some testing in editor mode, here's what I found:
1) If the plates are sufficiently far apart, then the inserter cannot pick up any plates at all.
2) If the plates are closer together on the belt, the inserter will "win" every so often, picking up a plate.

Your second screenshot shows this ...
by vark111
Wed Apr 09, 2025 7:12 pm
Forum: Gameplay Help
Topic: Circuit help
Replies: 10
Views: 534

Re: Circuit help

Schneck007 wrote: Wed Apr 09, 2025 5:14 am Nothing Changed and know the lamp is glowing πŸ€”
Is this a question of day time vs night time? Lamps only turn on at night, regardless of your color settings unless you check the "Always On" (Immer An) checkbox.
by vark111
Fri Apr 04, 2025 12:10 pm
Forum: Gameplay Help
Topic: "icon" on crates / assembler disappeared
Replies: 2
Views: 201

Re: "icon" on crates / assembler disappeared

If ^^^ that doesn't work for you due to key bindings or whatnot, you could also click the button on your toolbar that looks like this:
alt-mode.png
alt-mode.png (1.11 KiB) Viewed 109 times
by vark111
Fri Apr 04, 2025 11:59 am
Forum: General discussion
Topic: Feedback on Space Age's overall design
Replies: 56
Views: 8670

Re: Feedback on Space Age's overall design


Give us a rocket 2.0, or legendary rocket with more space. I'm ok with the first few ones to be small. So frustrating to have all legendary stuff but you must still produce normal items for your rocket.


ooo, this is a fantastic idea. Rocket part quality doesn't even exist right now, so it could ...
by vark111
Thu Mar 27, 2025 1:01 pm
Forum: General discussion
Topic: Gleba has killed the game for me.
Replies: 406
Views: 83098

Re: Gleba has killed the game for me.

J-H wrote: Thu Mar 27, 2025 12:34 pm Does this work on Vulcanus? Because one of my big worries there has been running out of coal. If all I have to do is import biter eggs, that's not too bad to do.
Captive Spawners can only be built on Nauvis.
by vark111
Mon Feb 24, 2025 1:57 pm
Forum: Gameplay Help
Topic: Is there a way to speed up platform build time?
Replies: 6
Views: 650

Re: Is there a way to speed up platform build time?

I don't know if this speeds it up, or if its just a placebo effect, but all of my platforms get two blueprints: One is the full platform (obviously), and the other one is only the foundation and first batch or two (depending on how many incoming rockets you expect) of cargo pods.

After the entire ...
by vark111
Wed Feb 19, 2025 9:37 pm
Forum: Gameplay Help
Topic: artillery targeting remote
Replies: 2
Views: 337

Re: artillery targeting remote

It's one of the new "freebies" introduced in 2.0, alongside the green wire, red wire, copper cable, spidertron remote, and discharge defense remote.

You no longer craft any of these items, they are free with just a button press or key command
Tools.png
Tools.png (15.2 KiB) Viewed 311 times
by vark111
Fri Feb 14, 2025 9:24 pm
Forum: Gameplay Help
Topic: Is it possible to play Space Age with no enemies?
Replies: 6
Views: 1168

Re: Is it possible to play Space Age with no enemies?

travvo wrote: Fri Feb 14, 2025 9:20 pm I want to put in a plug for playing with pollution turned off.
Yep. I frequently play in this mode + turning expansion off. Its the easiest way to do a "full achievement" run.
by vark111
Fri Feb 14, 2025 9:12 pm
Forum: Gameplay Help
Topic: Is it possible to play Space Age with no enemies?
Replies: 6
Views: 1168

Re: Is it possible to play Space Age with no enemies?

Additional question about no enemies mode: What happens when eggs "spoil"? I'm assuming they either evaporate or turn into actual spoilage? Or do they not have a spoil timer in this mode at all?
by vark111
Thu Feb 13, 2025 1:55 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] why battery not charging?
Replies: 8
Views: 1998

Re: why battery not charging?

Muche wrote: Thu Feb 13, 2025 1:23 pm I do have it unpaused.
Your screen shot says it's paused. The speed section in the Lab controls says "x64 (paused)"

You have to push the play button that's just below that label to unpause it.
by vark111
Wed Feb 05, 2025 2:23 pm
Forum: Gameplay Help
Topic: Interplanetary Science Transporting
Replies: 5
Views: 897

Re: Interplanetary Science Transporting


As I guess you have one storage tank per fluid only, and it can contain maximum of 25k fluid, those conditions will never be true.


This is what I was going to suggest. Those bars appear to be fully green, but in reality they're not, because with a single tank, your contents value will never be ...
by vark111
Tue Feb 04, 2025 1:54 pm
Forum: Gameplay Help
Topic: How to color train wagons?
Replies: 4
Views: 441

Re: How to color train wagons?

I suspect there's a "bug" in this regards. I have a game that I started new in Space Age. Wagons were happily uncolored, and only the locomotives changed color. But now, when I look back on Nauvis, I do see a couple (not all) of the trains now have colored wagons. I suspect that the wagons that are ...
by vark111
Mon Jan 13, 2025 2:19 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.28] Robots from inventory work sequentially
Replies: 10
Views: 1934

Re: [2.0.28] Robots from inventory work sequentially

I've had this bug appear numerous times in my game as well. It seems to happen any time you upgrade (or delete) more items than you have bots. If I have 10 bots and I upgrade 20 items, the first 10 items get upgraded all at once - one item per bot. After that its a crap shoot. The worst case ...
by vark111
Tue Jan 07, 2025 3:44 pm
Forum: Gameplay Help
Topic: Depot trains acting weird
Replies: 9
Views: 844

Re: Depot trains acting weird

For us visual learners:
depot-interrupt.png
depot-interrupt.png (52.93 KiB) Viewed 471 times
by vark111
Thu Dec 19, 2024 3:53 pm
Forum: Ideas and Suggestions
Topic: Allow us put more landing pads. With high distance from each
Replies: 7
Views: 1548

Re: Allow us put more landing pads. With high distance from each

I would rather see them add this as a Prometheum science tech. People are complaining there's not enough end game content that requires prometheum, well, this is a perfect example. Let us have an infinite (or not) research that requires prometheum science to increase the number of landing pads per ...
by vark111
Thu Dec 19, 2024 3:44 pm
Forum: Ideas and Suggestions
Topic: Mods should always ask for sync when setup differs
Replies: 7
Views: 1102

Re: Prompt "Sync mods and load?" when loading a save with different mods than currently active

I would like to add my +1 to this request. Going from a Vanilla save to a Modded save, the game automatically detects the difference and prompts me. Why does it not prompt me when going the other direction?
by vark111
Fri Dec 06, 2024 1:06 pm
Forum: Gameplay Help
Topic: Ghost turret with ammo
Replies: 5
Views: 2601

Re: Ghost turret with ammo

Nemoricus wrote: Wed Dec 04, 2024 11:17 pm Right click.
Nemoricus is correct. When adding ghost ammo to a ghost entity, your only choices are to left click for a full stack or right click for a single item. There are no nice add/remove half-stack shortcuts at least for now. So if you want 25 ammo in your gun, you right click 25 times.

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