Search found 10 matches
- Thu Jul 23, 2026 12:51 am
- Forum: Not a bug
- Topic: [2.1.9] CTRL-X not remembering wire connections
- Replies: 4
- Views: 344
Re: [2.1.9] CTRL-X not remembering wire connections
If anyone is ever curious about this, I went through and removed mods one at a time until only Pyanodons and elevated rails remained. The broken CTRL-X behavior remained. When I removed all the Pyanodons mods, CTRL-X resumed correct behavior.
- Wed Jul 22, 2026 2:05 am
- Forum: Not a bug
- Topic: [2.1.9] CTRL-X not remembering wire connections
- Replies: 4
- Views: 344
Re: [2.1.9]
No... Just tried loading up my Space Age playthough (mod-free, except quality/rails/recycler), and CTRL-X works fine there.
- Wed Jul 22, 2026 12:07 am
- Forum: Not a bug
- Topic: [2.1.9] CTRL-X not remembering wire connections
- Replies: 4
- Views: 344
[2.1.9] CTRL-X not remembering wire connections
I'm trying to use CTRL-X to move around combinators in a circuit network, but when I do this, all the wire connections are severed. I cannot relocate a combinator without completely recreating all the circuit wire connections.
This is happening all across my game. Circuit connections do not copy ...
This is happening all across my game. Circuit connections do not copy ...
- Mon Mar 30, 2026 8:59 pm
- Forum: Implemented Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 50
- Views: 14681
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Playing Pyanodons, and it is incredibly difficult to figure out what recipes I can actually use to get rid of certain ingredients, because in the early game almost everything is unresearched. Sometimes there are dozens of recipes that use an ingredient, but only 1 or 2 researched, and it's ...
Playing Pyanodons, and it is incredibly difficult to figure out what recipes I can actually use to get rid of certain ingredients, because in the early game almost everything is unresearched. Sometimes there are dozens of recipes that use an ingredient, but only 1 or 2 researched, and it's ...
- Mon Apr 14, 2025 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
- Replies: 12
- Views: 12290
Re: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
In the endgame, for players who like to use maximum speed beacons and productivity modules, this issue impacts almost every building that uses liquid inputs/outputs.
I'd also add that the fluid system makes it really difficult to control speed on very large space platforms. I've found it to be a ...
I'd also add that the fluid system makes it really difficult to control speed on very large space platforms. I've found it to be a ...
- Mon Apr 07, 2025 3:26 pm
- Forum: Implemented Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 33
- Views: 26710
Re: Set requests for space platform hub via circuit signals
To be clear, I don't think the contents of circuit networks on different surfaces need to be linkable via radar. I just think we should be able to set a space platform hub's requests via circuit, not just manually.
Right now, I have to jump through some crazy hoops to create promethium science on a ...
Right now, I have to jump through some crazy hoops to create promethium science on a ...
- Mon Apr 07, 2025 3:16 pm
- Forum: Implemented Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 33
- Views: 26710
Re: Set requests for space platform hub via circuit signals
I really wish we could do this, mostly for handling biter egg requests on my promethium platform... But there would be so many other uses for it.
I don't see why circuit network communications between a platform and the planetary surface would be problematic. The whole point is that there's no ...
I don't see why circuit network communications between a platform and the planetary surface would be problematic. The whole point is that there's no ...
- Fri Mar 15, 2024 2:18 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 87295
Re: Friday Facts #402 - Lightspeed circuits
Now make the foundry animation go faaaasssttt too ;)
I hadn't thought about it, but I suppose for many buildings (especially the foundry with its pouring of liquids), the animation shouldn't be sped up past a certain point. Otherwise, it'd look ridiculous.
Foundry animation running at 26x ...
- Fri Mar 15, 2024 2:15 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 87295
Re: Friday Facts #402 - Lightspeed circuits
The engineer digging might be related to hostile fauna activity. Maybe digging moats or trenches to make perimeter defense more effective?
Engineer will be making initial landfall on new planets with EXTREMELY limited supplies. Roboport networks may not be possible until some infrastructure is ...
Engineer will be making initial landfall on new planets with EXTREMELY limited supplies. Roboport networks may not be possible until some infrastructure is ...
- Tue Jan 16, 2024 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] Freeze at specific time
- Replies: 12
- Views: 54960
Re: [1.1.87] Freeze at specific time
I just realized that I'm going to hit this limit pretty soon... Rather than try to build a 10k SPM base that runs at 60 UPS, I've built up a 1.35k SPM base (half a lane of a blue belt of each science pack) that runs at the highest UPS I can manage. I've gotten it stable at roughly 600 UPS.
I leave ...
I leave ...