Search found 38 matches

by Maeximus
Tue Jul 21, 2026 9:07 am
Forum: Implemented Suggestions
Topic: [2.1] Adjust star parallax to be plausible
Replies: 11
Views: 1375

Re: [2.1] Adjust star parallax to be plausible

I played around with scroll_factor and star_parallax and it does not seem to have an effect on the planet. All scroll_factor settings I tested from 0.001 to 2 have the same result regarding planet visibility on my larger ships when I move to the front of the ship, the planet always disappears at the ...
by Maeximus
Sun Jul 19, 2026 7:19 pm
Forum: Ideas and Suggestions
Topic: Minimum payload should count for mixed rockets also
Replies: 15
Views: 2334

Re: Minimum payload should count for mixed rockets also

+1000000000000000000000000000000000000000000000000000000000000000 (custom minimum upvote :lol:)
by Maeximus
Thu Jul 02, 2026 4:19 pm
Forum: Not a bug
Topic: [2.1.9] pipe circuit signal not showing 0 on empty pipe
Replies: 6
Views: 477

Re: [2.1.9] pipe circuit signal not showing 0 on empty pipe


Thanks for the report however this is working as intended. Since circuit networks treat "0" as no-signal it must be 1 until the fluid is truly gone. For the purpose of fluids circuit networks treat > 0 && <= 1 as 1.


Thank you for the information!
I'm not sure if I now should open another bug ...
by Maeximus
Thu Jul 02, 2026 4:16 pm
Forum: Not a bug
Topic: [2.1.9] pipe circuit signal not showing 0 on empty pipe
Replies: 6
Views: 477

Re: [2.1.9] pipe circuit signal not showing 0 on empty pipe


It's critically important that the signal not drop to 0 until the pipe segment is completely, truly empty. This used to be the behavior pre-2.0 and it was awful, the new fluid system fixed it by rounding up fluids below 1 to 1. Without it there's no way to detect what is in a fluid network even ...
by Maeximus
Wed Jul 01, 2026 8:29 pm
Forum: Not a bug
Topic: [2.1.9] pipe circuit signal not showing 0 on empty pipe
Replies: 6
Views: 477

[2.1.9] pipe circuit signal not showing 0 on empty pipe

What did you do?

connect signal to fuel pipe which is leading to thrusters

What happened?

pipe is getting empty due to speed control of spacecraft, but signal is still 1 while gui shows 0.00 for the piece of pipe where the circuit is connected to
grafik.png

What did you expect to happen ...
by Maeximus
Wed Jul 01, 2026 7:34 pm
Forum: Combinator Creations
Topic: Fuel consumption control for thrusters in Space Age
Replies: 58
Views: 155147

Re: Fuel consumption control for thrusters in Space Age

first let's see if it stays that way ;-)
but that is a part of the fluid changes which is very handy!
by Maeximus
Tue Jun 30, 2026 9:10 am
Forum: Duplicates
Topic: Tesla Turret will only be built when electrolyte fluid level in pipeline exceeds 33% (independent from amount available)
Replies: 6
Views: 1371

Re: Tesla Turret will only be built when electrolyte fluid level in pipeline exceeds 33% (independent from amount availa


For me, only Holmium plates are beeing produced, as assemblers are draining the pipe, before the pipe filling % is high enough to produce electrolyte or Electromagnetic science.


Oh gosh! I was lucky enough to circumvent this issue accidentally since I connected Holmium plate assembler and ...
by Maeximus
Mon Jun 29, 2026 10:37 am
Forum: Not a bug
Topic: [2.1.8] research is not stopped when no condition is true
Replies: 3
Views: 306

Re: [2.1.8] research is not stopped when no condition is true

Using "set research" leads for me to an assumption that it is doing the same like "set recipe" which it doesn't since the recipe is "unset" as soon as the signal stops and this is why I think another wording is needed.
by Maeximus
Mon Jun 29, 2026 10:03 am
Forum: Not a bug
Topic: [2.1.8] research is not stopped when no condition is true
Replies: 3
Views: 306

Re: [2.1.8] research is not stopped when no condition is true

Ah okay, thanks for the information! I assume then that "set research" is actually more doing "enqueue research" then, right?

I know it is only a minor wording difference, but SET research kind of implicates that the search is no longer set when the condition is no longer true.
ENQUEUE research is ...
by Maeximus
Sat Jun 27, 2026 5:47 pm
Forum: Ideas and Suggestions
Topic: [2.1] use orbital storage instead of logistic storage for platform logistics
Replies: 0
Views: 134

[2.1] use orbital storage instead of logistic storage for platform logistics

TL;DR

use "orbital storage" instead of "logistic storage" for platform logistics (same for other terminology)

What?

Rename "logistic storage" in space with "orbital storage" and "logistic request" with "orbital request"

Why?

Using "logistic storage" is ambiguous for entities like the ...
by Maeximus
Sat Jun 27, 2026 4:36 pm
Forum: Not a bug
Topic: [2.1.8] research is not stopped when no condition is true
Replies: 3
Views: 306

[2.1.8] research is not stopped when no condition is true

What did you do?

set multiple researches in circuit connected lab

What happened?

When science pack got low, and no condition reported true, the last research is continued
in picture: mining prod is researched although pink signal is not set
grafik.png

What did you expect to happen instead ...
by Maeximus
Fri Jun 26, 2026 3:29 am
Forum: Duplicates
Topic: Tesla Turret will only be built when electrolyte fluid level in pipeline exceeds 33% (independent from amount available)
Replies: 6
Views: 1371

Tesla Turret will only be built when electrolyte fluid level in pipeline exceeds 33% (independent from amount available)

Not sure if related to: https://forums.factorio.com/viewtopic.php?t=134309
I did post it anyway since this is not an issue of "sharing" fluid evenly, it is blocking the Tesla Turret to be built even though there is more than enough fluid in the pipeline.

What did you do?

I use one pipeline for ...
by Maeximus
Tue Mar 31, 2026 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.106] Blueprint with relative grid set sometimes shows absolute grid behavior
Replies: 9
Views: 4284

Re: [1.1.106] Blueprint with relative grid set sometimes shows absolute grid behavior

I guess this bug is related to: https://forums.factorio.com/viewtopic.php?t=99496 (which is marked as solved).

But the main reason why I'm writing is that this happened to me today with 2.0.76, too. And when I placed the blueprint once (just to remove it immediately since it had absolute grid ...
by Maeximus
Mon Aug 25, 2025 10:55 pm
Forum: Pending
Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Replies: 35
Views: 22879

Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio

Yes, can confirm, when changing this setting my steam install behaves like the standalone installation and the keyboard switches properly :D

Great find, awesome!

edit: I'm on Win11
by Maeximus
Sun Jun 22, 2025 12:57 pm
Forum: Implemented Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 35
Views: 10919

Re: Train condition progress should look clearer when at 100%

+1

making the other part of the bar red or yellow would help, too
by Maeximus
Tue May 20, 2025 9:45 pm
Forum: Pending
Topic: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio
Replies: 35
Views: 22879

Re: [Rseding91] [1.1.41] Logitech RGB keyboard goes off when ALT TAB-ing back to Factorio


I've added a call to reset the LED state when the game detects a window-maximized/entered/restored event to see if it helps with this at all. I'm still unable to reproduce this issue on my end but maybe this will make it work for others? It will be in 2.0.52.


First of all - thank you! :space ...
by Maeximus
Mon Feb 17, 2025 3:25 pm
Forum: Not a bug
Topic: [2.0.34] ammunition requests no longer in blueprints?
Replies: 2
Views: 1637

Re: [2.0.34] ammunition requests no longer in blueprints?

oh shoot, thank you! this can be closed then as it seems. Classic pebkac ;-)
by Maeximus
Mon Feb 17, 2025 1:17 pm
Forum: Not a bug
Topic: [2.0.34] ammunition requests no longer in blueprints?
Replies: 2
Views: 1637

[2.0.34] ammunition requests no longer in blueprints?

I could not find an entry in changelogs of 2.0.34 - 2.0.32, so I assume it is not intended: (although I assume it was done to limit cheesing spaceship logistics - problem is that it is a pain in the a** in other places now...)


What did you do?

place gun turret, in map view add request for ...
by Maeximus
Fri Jan 24, 2025 1:40 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 526
Views: 472009

Re: 3 and 4 way intersections

I made a elevated version of HansJoachim's 4 way intersection "simple": https://factoriobin.com/post/buqn83
I have no idea how these things work but they look exactly the same signal block wise so I would assume the numbers are the same (even though I have not tested it)
grafik.png
grafik.png (923.78 KiB) Viewed 10828 times
by Maeximus
Mon Dec 23, 2024 2:10 pm
Forum: Pending
Topic: [2.0.28] Environment sounds stopped working
Replies: 4
Views: 1517

Re: [2.0.28] Environment sounds stopped working

Unfortunately I've accidentaly overwritten the savefile :-(
Its the same game I've played in my other bug report with the save file but the there save is a few hours later.
(viewtopic.php?f=7&t=124935)

Go to advanced search