Search found 15 matches

by wampir
Thu Jul 02, 2026 4:13 pm
Forum: Not a bug
Topic: [2.1.9] Inconsistent spoilage info
Replies: 1
Views: 194

[2.1.9] Inconsistent spoilage info

I observed that is a few item tooltips, that spoilage info is incorrect
According to this one carbon fiber spoils into spoilage. I expect no spoilage
07-02-2026, 18-01-53.png
In this one pentapod egg spoils both into spoilage and immature pentapod. I expect only immature pentapod
07-02-2026, 18 ...
by wampir
Fri Jun 12, 2026 1:02 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 386
Views: 56149

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Wow, never thought about usefulness of lane switching, bet than it hit me: underground belts, directly under the inserter :D

Could you consider quality storage tanks?
Could you consider gatekeeping space casinos behind promethium science instead of removing it completely?
Could you consider - as ...
by wampir
Sun May 31, 2026 5:29 pm
Forum: Duplicates
Topic: [2.0.77] Smart Splitters - Both rules for output satisfied, lead to inconsistent result
Replies: 1
Views: 215

[2.0.77] Smart Splitters - Both rules for output satisfied, lead to inconsistent result

What happens?
a) When both rules for smart splitter output are satisfied then smart splitter keeps with the rule which was satisfied first
b) When both rules for smart splitter input are satisfied then smart splitter keeps with the rule which was satisfied first
c) When both rules for smart splitter ...
by wampir
Mon Dec 29, 2025 10:10 am
Forum: Ideas and Suggestions
Topic: Add 'Confirm All' button
Replies: 0
Views: 297

Add 'Confirm All' button

TL;DR
Add 'Confirm All' button
What?
As you can see in the attached screenshots, I was updating some mods (93), and while doing it, I've triggered an error: "No space left on device". In current implementation I need to press the button 93 times, or press 'E' such many times. Could you add a button ...
by wampir
Thu Nov 06, 2025 10:27 pm
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 67
Views: 25926

Re: Quality should increase train wagons capacity.

+1
I just want to support the idea of giving more capacity to quality wagons - I guess both: cargo and liquid. I really want it to be a part of vanilla quality mod
by wampir
Mon Sep 22, 2025 5:07 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 21
Views: 23720

Re: Version 2.0.67

Minor Features
Splitters can be connected to circuit network.
I'm so happy with this change:) Thank you very much! I wouldn't call it a "minor feature" though;)
by wampir
Mon Sep 22, 2025 3:31 pm
Forum: Implemented Suggestions
Topic: Smart Splitters
Replies: 73
Views: 43338

Re: Smart Splitters

Bilka wrote: Mon Sep 22, 2025 3:19 pm With 2.0.67 splitters can be connected to the circuit network.
I'm so happy:) Thank you! :D
by wampir
Fri Sep 19, 2025 8:27 am
Forum: Ideas and Suggestions
Topic: Super Force building rail over walls (et vice versa)
Replies: 1
Views: 548

Super Force building rail over walls (et vice versa)

I don't know if this is a bug, but according to my gut feeling, super force building rails over walls (or other way around) shall end with gates being built over rails. This would be in line with belt logic, which are adding underground belts if you super force build over them
by wampir
Fri Sep 19, 2025 8:19 am
Forum: Not a bug
Topic: [2.0.66] Cannot super force build over space ship remnants
Replies: 1
Views: 578

[2.0.66] Cannot super force build over space ship remnants

as in the title - just tried to super force build over space ship remnants and this is impossible.
Game is an unmodded Space Age
In the attached files:
-screenshot
-save game from which the screenshot was taken
by wampir
Tue Sep 16, 2025 8:19 am
Forum: Implemented Suggestions
Topic: Smart Splitters
Replies: 73
Views: 43338

Circuit Network Integration for Splitters

TL;DR
Add the ability to connect splitters to the circuit network.

Why
Currently, splitters are powerful, but they’re “dumb” – While inserters and belts can be wired to the circuit network, splitters remain outside that system, which creates a limitation in advanced factory design.

If splitters ...
by wampir
Sat Jul 12, 2025 10:54 am
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Building miniature jumping left-right
Replies: 2
Views: 910

[2.0.60] Building miniature jumping left-right

Hi!

I have noticed that if I would try to place a building ghost over a logistic chest, then its miniature on the right panel is moving a bit to the left, and then once of the chest, that its returning to its normal position. The issue is presented on the screenshots. It happens in the unmodded ...
by wampir
Sat Dec 07, 2024 2:59 pm
Forum: General discussion
Topic: [SA] Maraxsis: First (of many?) new planet mod?
Replies: 4
Views: 4104

Re: [SA] Maraxsis: First (of many?) new planet mod?

I'd like to see a "planet" category in mod portal. I think that would be useful
by wampir
Tue Oct 22, 2024 6:53 am
Forum: News
Topic: Factorio: Space Age is here!
Replies: 126
Views: 152519

Re: Factorio: Space Age is here!

I tried this on a version without bought space age expansion, and the vanilla had a lot cheaper rockets, silos and necessary technologies
by wampir
Mon Oct 21, 2024 10:44 pm
Forum: News
Topic: Factorio: Space Age is here!
Replies: 126
Views: 152519

Re: Factorio: Space Age is here!

Hi! I'd like to thank you for a great dlc, it's truly awesome:) I have hundreds of hours in the game (still rookie numbers, I know) and I love the idea behind the expansion very much. I just don't like the vanilla being trivialized in 2.0. Cheap rockets in the expansion are great, because sending ...

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