Search found 8 matches
- Wed Jun 04, 2025 8:57 pm
- Forum: Duplicates
- Topic: [2.0.55] Vehicle Armor/Resistances inconsistently do not work with Shields
- Replies: 4
- Views: 615
Re: [2.0.55] Vehicle Armor/Resistances inconsistently do not work with Shields
The underlying logic is the same in both cases and remains unchanged: An entities resistances do not apply before the shield damage is applied. Armor is different in that it's not the entities resistances but the armor itself - separate from the entity.
I understand the technical explanation ...
- Wed Jun 04, 2025 7:48 pm
- Forum: Duplicates
- Topic: [2.0.55] Vehicle Armor/Resistances inconsistently do not work with Shields
- Replies: 4
- Views: 615
Re: [2.0.55] Vehicle Armor/Resistances inconsistently do not work with Shields
The relevant bug reports have classified this as a won’t-fix.
Those bug reports were made before base game tanks had grid equipment in 2.0, and even before Spidertrons were introduced in 1.0. Ultimately you were the person that classified one of those as won't fix but perhaps now that there are ...
- Wed Jun 04, 2025 7:21 pm
- Forum: Duplicates
- Topic: [2.0.55] Vehicle Armor/Resistances inconsistently do not work with Shields
- Replies: 4
- Views: 615
[2.0.55] Vehicle Armor/Resistances inconsistently do not work with Shields
When wearing Power Armor loaded with shields, resistances are applied when the shield takes damage.
When putting in shield equipment in Tanks or Spidertrons, resistances are not applied when the shield takes damage.
Demonstration video: https://drive.google.com/file/d/1wHwAz0awQ0YpycQmwHkwhm47mrj ...
When putting in shield equipment in Tanks or Spidertrons, resistances are not applied when the shield takes damage.
Demonstration video: https://drive.google.com/file/d/1wHwAz0awQ0YpycQmwHkwhm47mrj ...
- Sat Apr 19, 2025 1:56 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 227
- Views: 66855
Re: Version 2.0.45
Yeah, as an example I don't have that legendary mech armor achievement, or the fish one, the shattered planet distances, and a handful of others. It's not clear to me from the discussion which achievements my settings will block.
None of those you mentionned given the information from this ...
- Fri Nov 15, 2024 1:56 am
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 15578
Re: Version 2.0.18
Would also be nice if train wagons- including the fluid wagons- had increased storage capacity. Trains have fallen far behind in space age with the ridiculous throughput of everything
(And also +1 to fluid storage tanks being affected by quality)

(And also +1 to fluid storage tanks being affected by quality)
- Mon Oct 28, 2024 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Clicking on an empty module slot should bring up a selection menu for modules
- Replies: 0
- Views: 241
Clicking on an empty module slot should bring up a selection menu for modules
The new 2.0 changes for module insertion into machines and is amazing. What's bothering me is I'm so used to being spoiled by remote view that I keep opening the menu of a nearby crafter/beacon, and fruitlessly hoping for some kind of menu where I can select a ghost module to insert.
Would love to ...
Would love to ...
- Thu Oct 24, 2024 11:45 pm
- Forum: Modding interface requests
- Topic: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source
- Replies: 3
- Views: 617
Re: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source
Already requested and was moved to won't fix sadly https://forums.factorio.com/viewtopic.php?f=221&t=113632
Ah, thanks for the info. Obviously I'm not in any amount knowledgeable to the game's code, but burner energy is pretty binary. I think the dev in that thread was expressing the concern of ...
- Thu Oct 24, 2024 5:03 pm
- Forum: Modding interface requests
- Topic: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source
- Replies: 3
- Views: 617
[2.0.10] Allow the beacon prototype to accept the "Burner" energy_source
As of v2.0.10, the BeaconPrototype does not accept "BurnerEnergySource" for "energy_source"
I would like to use the BurnerEnergySource for beacons so that I can create a "Bio-Beacon" for Gleba, a much more powerful version of the beacon that requires Nutrients to function. :D
Code snippet that ...
I would like to use the BurnerEnergySource for beacons so that I can create a "Bio-Beacon" for Gleba, a much more powerful version of the beacon that requires Nutrients to function. :D
Code snippet that ...