Search found 32 matches

by TurtleZ
Tue Dec 23, 2025 3:39 pm
Forum: Outdated/Not implemented
Topic: [Space Age] Allow Cargo Bays to be accessible via inserters
Replies: 5
Views: 3658

Re: [Space Age] Allow Cargo Bays to be accessible via inserters



I can safely move this to Won't implement : Inserters not being able to interact with cargo bays is on purpose, to prevent item teleportation : one would only need a long line of cargo bays running across a space platform to remove any kind of logistic challenge, the items inserted on one side ...
by TurtleZ
Fri Dec 19, 2025 10:15 am
Forum: Not a bug
Topic: 99% Tungsten
Replies: 1
Views: 215

Re: 99% Tungsten

by TurtleZ
Thu Dec 18, 2025 9:44 am
Forum: Gameplay Help
Topic: Question & maybe sugestion | whitelist / blacklist inserters logic
Replies: 1
Views: 229

Re: Question & maybe sugestion | whitelist / blacklist inserters logic

For the first question, you can read logistic network contents by connecting a signal wire to a roboport. This can be connected to an inserter in "set filters" mode, though you'll probably want to select the signals you need using combinators first.
by TurtleZ
Sat Dec 13, 2025 1:14 pm
Forum: Minor issues
Topic: [2.0.14] Bots jumping / snapping backwards on Aquilo
Replies: 7
Views: 2349

Re: [2.0.14] Bots jumping / snapping backwards on Aquilo

Any chance this issue gets assigned? The visual teleport is quite noticeable and occurs on all planets when enough robots are charging at the same time, not just on Aquilo.

If the naive prediction is just to project the position forward using speed and a number of ticks, it would only be a single ...
by TurtleZ
Fri Dec 12, 2025 12:57 pm
Forum: Not a bug
Topic: [2.0.72][Steam Deck] UI scale reset to 75% when entering editor mode
Replies: 1
Views: 248

[2.0.72][Steam Deck] UI scale reset to 75% when entering editor mode

When entering editor mode using the `/editor` command, the UI scale automatically sets to 75%. This change is not reflected in the settings UI, and cannot be changed until exiting editor mode.
I would expect the UI scale to remain the same when switching into the editor.

I've attached a ...
by TurtleZ
Fri Dec 12, 2025 12:52 pm
Forum: Assigned
Topic: [Klonan] [2.0.72] Interface settings GUI not updating when changing UI scale with keyboard shortcuts
Replies: 0
Views: 232

[Klonan] [2.0.72] Interface settings GUI not updating when changing UI scale with keyboard shortcuts

When using keyboard shortcuts to change the UI scale whilst within the Interface Settings menu, the display current selected UI scale does not update. This causes the value to not accurately reflect the current UI scale setting, both the current scale (75%/100%/etc) and strategy (Manual/Automatic ...
by TurtleZ
Fri Dec 12, 2025 12:46 pm
Forum: Duplicates
Topic: [2.0.72] Logistic robots rubber-banding when running out of charge
Replies: 1
Views: 205

[2.0.72] Logistic robots rubber-banding when running out of charge

I've observed logistic robots rubber-banding when running out of charge during a delivery. I would guess this is related to the smarter robot updating mentioned in fff 421 https://www.factorio.com/blog/post/fff-421 . When the robot appears to run out of charge, it teleports backwards a short ...
by TurtleZ
Tue Nov 11, 2025 10:07 am
Forum: Gameplay Help
Topic: [SOLVED] Constant Combinators not showing values when in "Alt" mode
Replies: 2
Views: 402

Re: Constant Combinators not showing values when in "Alt" mode

There's an interface setting for showing combinator settings in alt mode. You likely have it turned off, which is the default.
by TurtleZ
Sun Nov 09, 2025 1:50 pm
Forum: Gameplay Help
Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
Replies: 25
Views: 1760

Re: Parametric Signals - Is there a bug, or am I misunderstanding them?


Incidentally, why does it evaluate Coal(1) as equal to Iron(1) here?


This is because of how the circuit network works. The network isn't comparing Coal(1) and Iron(1) - it's comparing (1) and (1).

Maybe think about the signals as being labels for the number. The circuit looks up the value for ...
by TurtleZ
Wed Sep 03, 2025 9:05 am
Forum: General discussion
Topic: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?
Replies: 3
Views: 1721

Re: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?

I've played entirely on Steam Deck for nearly 3 years now. In my experience performance is never really a problem, I only started running into slowdown at about 30k SPM in a mid-tech Space Age megabase. However as you mention the controls can take some getting used to!

I was playing before the ...
by TurtleZ
Tue Sep 02, 2025 8:51 am
Forum: Gameplay Help
Topic: Silo not requesting from logistics network
Replies: 4
Views: 679

Re: Silo not requesting from logistics network

Is your space platform hub full?
by TurtleZ
Wed Aug 06, 2025 8:32 am
Forum: General discussion
Topic: Theorycrafting: Maximum Possible SPM Without Bots
Replies: 11
Views: 3220

Re: Theorycrafting: Maximum Possible SPM Without Bots

Cool analysis! The only factor I can spot that you're missing is rocket part ingredients import to Aquilo, but I doubt they'd make much of a difference at 300% productivity.

I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
by TurtleZ
Fri Aug 01, 2025 10:33 am
Forum: Modding help
Topic: Editing a Logistic chest's requester filters with scripts
Replies: 3
Views: 526

Re: Editing a Logistic chest's requester filters with scripts

This got a bit harder with 2.0's logistic groups, due to having multiple logistic sections on the same entity.

You can get the logistic points of your chest entity with get_logistic_point https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point
Then create a new logistic ...
by TurtleZ
Mon Jul 07, 2025 10:01 am
Forum: Ideas and Suggestions
Topic: mass edit power pole connections with click and drag
Replies: 3
Views: 655

Re: mass edit power pole connections with click and drag

Whilst this is not appropriate as a base game feature, I can see this being entirely doable by a mod.
by TurtleZ
Tue Jul 01, 2025 10:32 am
Forum: Gameplay Help
Topic: Blueprint question
Replies: 6
Views: 874

Re: Blueprint question

Press B, or click the icon in the top right of the screen, to enter the Blueprint Library.
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.

If you need to transfer blueprints across different ...
by TurtleZ
Fri Jun 27, 2025 11:01 am
Forum: Modding help
Topic: Requesting help for Black Market 2
Replies: 2
Views: 432

Re: Requesting help for Black Market 2

Looks like the discussion tab in the mod's page has your solution.
https://mods.factorio.com/mod/BlackMark ... 5e9e1a8058
by TurtleZ
Tue May 13, 2025 1:59 pm
Forum: Not a bug
Topic: [2.0.47] Inconsistent Ghost Cursor
Replies: 3
Views: 808

Re: [2.0.47] Inconsistent Ghost Cursor

Good news: this feature has been in the game for a very long time.

Head into the settings menu, navigate to Interface settings => Interaction and enable "Pick ghost item if no items are available".

Enjoy picking ghosts from the inventory, from entities in the world, or anywhere else. :D
by TurtleZ
Wed Apr 16, 2025 12:17 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Replies: 11
Views: 3078

Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery

Thanks for the updates and resolution of this Donion - makes sense that it was introduced in the latest batch of patches as I wasn't experiencing it until recently.
by TurtleZ
Tue Apr 01, 2025 6:19 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Replies: 11
Views: 3078

Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery

Understandable, thanks for looking into it. Hope you get some time to rest and feel better soon!
by TurtleZ
Mon Mar 31, 2025 10:16 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Replies: 11
Views: 3078

Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery

I've been experiencing this one recently too.

Unfortunately I have a similarly vague cause, simply doing some building on Fulgora. Sound works correctly for a while, but then after an hour or so some sounds stop playing intermittently, including sounds on other planets.

Log, save file, and screen ...

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