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 ...
Search found 37 matches
- Wed Apr 16, 2025 1:36 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 224
- Views: 46596
- 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.
My bigger concern is this change breaks Railworld.
- 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 ...
Simple Coal Liquefaction takes in Sulfuric Acid.
Advanced Coal Liquefaction takes in Steam and Heavy Oil.
There's no ...
- 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 ...
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 ...
- Wed Apr 09, 2025 7:12 pm
- Forum: Gameplay Help
- Topic: Circuit help
- Replies: 10
- Views: 534
Re: Circuit help
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.
- 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:
- 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 ...
- 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.
Captive Spawners can only be built on Nauvis.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.
- 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 ...
After the entire ...
- 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
You no longer craft any of these items, they are free with just a button press or key command
- 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?
Yep. I frequently play in this mode + turning expansion off. Its the easiest way to do a "full achievement" run.travvo wrote: Fri Feb 14, 2025 9:20 pm I want to put in a plug for playing with pollution turned off.
- 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?
- 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?
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.
- 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 ...
- 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 ...
- 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 ...
- 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:
- 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 ...
- 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?
- 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 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.