When setting up a speaker with a notification alert and an item quality the alert notification doesn't reflect the quality and always shows normal quality.
see screenshot
Search found 61 matches
- Mon Feb 03, 2025 2:40 am
- Forum: Duplicates
- Topic: Item Quality is not reflected in Speaker Alert notification
- Replies: 1
- Views: 159
- Wed Dec 18, 2024 6:33 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 5071
Re: More Exciting Quality Effects (pls)
My thought on the rocket silo issue is that you could give them reduced power consumption or allow them to buffer more rockets at a time.
Quality silo and any quality crafting machine saves you power. Double the speed means it needs to be working ("ON") only 50% of the time for the same ...
- Tue Dec 03, 2024 1:51 am
- Forum: Minor issues
- Topic: [2.0.23] Ghost module in cryogenic plant not distinct at some zoom levels
- Replies: 2
- Views: 323
Re: [2.0.23] Ghost module in cryogenic plant not distinct at some zoom levels
it looks like this is related to the fact that a cryo plant has so many module slots that it has 2 rows of modules and the 2 upper slots in the middle are getting their ghost "arrows" encroached upon by the shadow backdrop of the icons of the modules around them.
- Sun Dec 01, 2024 7:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority Asteroid right in front of it
Hi, stepping through with the editor I also can't find any issue.
If you look at the debug output (f4 option) for the railgun prioritising huge oxide asteroids in a direct line of fire of the asteroid then you will see it starts in state 3 progress 0.54. State 3 is preparing to fire. Then it ...
- Sun Dec 01, 2024 7:47 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 15
- Views: 3348
Re: Increase spoilage timer
After 300 hours in my SA save, and playing around with the spoilage rate in the map gen settings a bit, I personally would say that increasing (or slightly decreasing) the spoilage timer doesn't change the game at all in the long run.
The spoilage mechanic forces you to make a production line that ...
The spoilage mechanic forces you to make a production line that ...
- Sun Dec 01, 2024 7:34 pm
- Forum: Balancing
- Topic: Increase spoilage timer
- Replies: 15
- Views: 3348
Re: Increase spoilage timer
3) This related to 2) but we have the rocket silos pre-loaded with the packs ready to go (automatic requests turned off, packs are loaded via inserters), however when a ship arrives requesting 132K packs it takes roughly 60 seconds for the silos to START sending the packs as the rockets on the way ...
- Sun Dec 01, 2024 7:31 pm
- Forum: Balancing
- Topic: The distances between planets are too short
- Replies: 6
- Views: 1477
Re: The distances between planets are too short
I also want to agree with Milo_Thatch here, I think the distance between the planets is "okayish" enough to benefit the game without being too much of a hassle.
The distance may seem a little low in that regard, but as SirSmuggler said, you could basically just add a mod that multiples everything by ...
The distance may seem a little low in that regard, but as SirSmuggler said, you could basically just add a mod that multiples everything by ...
- Sun Dec 01, 2024 7:17 pm
- Forum: Balancing
- Topic: Quality big poles should be longer
- Replies: 5
- Views: 1195
Re: Quality big poles should be longer
+1 for this suggestion.
Big Power Poles by far have the weakest scaling of all the poles in regards to quality.
To be honest, it's kind of ridiculous that they only receive a +2 wire reach on every level, especially when considering they already have a wire reach of 32, which was also already ...
Big Power Poles by far have the weakest scaling of all the poles in regards to quality.
To be honest, it's kind of ridiculous that they only receive a +2 wire reach on every level, especially when considering they already have a wire reach of 32, which was also already ...
- Sun Dec 01, 2024 6:48 pm
- Forum: Balancing
- Topic: Rocket weight capacity
- Replies: 11
- Views: 3504
Re: Rocket weight capacity
Looking through the posts here in the forum and also reading the responses to SA from a couple of days ago over on a post I made on Reddit (https://www.reddit.com/r/factorio/comments/1gvuli1/now_that_space_age_and_20_has_been_out_for_a/) quite a few people are not satisfied with the way the ...
- Sun Dec 01, 2024 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority Asteroid right in front of it
Hi, stepping through with the editor I also can't find any issue.
Deconstructing the railgun and rebuilding it, which resets the target sometimes destroys the aforementioned asteroid but not always.
I would guess this is just a rare case of "not enough railgun shooting speed" where there can be ...
- Sun Dec 01, 2024 6:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
Another one (Maybe somewhat) related 116987
- Sun Dec 01, 2024 6:19 pm
- Forum: Duplicates
- Topic: Interrupt cancels ongoing interrupt
- Replies: 8
- Views: 1030
Re: Interrupt cancels ongoing interrupt
Hi,
in regards to the initial report, I don't think this is technically a bug since it's working as intended.
For your issue with the behavior of Interrupting interrupts REPLACING instead of ADDING temporary stops, I'm gonna give my (unqualified) opinion that you then need to design your interrupts ...
in regards to the initial report, I don't think this is technically a bug since it's working as intended.
For your issue with the behavior of Interrupting interrupts REPLACING instead of ADDING temporary stops, I'm gonna give my (unqualified) opinion that you then need to design your interrupts ...
- Sun Dec 01, 2024 2:21 pm
- Forum: Duplicates
- Topic: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
- Replies: 10
- Views: 4564
Re: [2.0.19] Railgun firing speed is severely animation-constrained to as little as 16%
I have seen a couple of these reports already here on the forum (for example https://forums.factorio.com/123146)
The end result is that some asteroids will eventually slip through the railguns defenses due to shooting speed and target priority limitations after you just let them run for long enough ...
The end result is that some asteroids will eventually slip through the railguns defenses due to shooting speed and target priority limitations after you just let them run for long enough ...
- Sun Dec 01, 2024 2:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority Asteroid right in front of it
Also (maybe somewhat) related 121657
- Sun Dec 01, 2024 2:00 pm
- Forum: Not a bug
- Topic: Construction bots bringing unwanted items when they can avoid that
- Replies: 4
- Views: 448
Re: Construction bots bringing unwanted items when they can avoid that
I think this would introduce other weird behaviors, for example, where do your personal construction bots go when they have dropped something in storage?
also, the storage could be on the other side of the map so your personal construction bots could take a pretty long flight where you have to wait ...
also, the storage could be on the other side of the map so your personal construction bots could take a pretty long flight where you have to wait ...
- Sun Dec 01, 2024 1:46 pm
- Forum: Duplicates
- Topic: [2.0.23] After "fly condition" is met, Source/Destination not updating
- Replies: 1
- Views: 242
- Sun Dec 01, 2024 1:25 pm
- Forum: Duplicates
- Topic: Interrupt cancels ongoing interrupt
- Replies: 8
- Views: 1030
Re: Interrupt cancels ongoing interrupt
Sorry, forgot a small addition regarding original post:
However if you have for example both Plastic and Copper Ore loading stations open, have both stations named "Pickup", and need copper delivered, there is no guarantee that your train will actually go to the Copper Ore "Pickup" station ...
However if you have for example both Plastic and Copper Ore loading stations open, have both stations named "Pickup", and need copper delivered, there is no guarantee that your train will actually go to the Copper Ore "Pickup" station ...
- Sun Dec 01, 2024 1:16 pm
- Forum: Duplicates
- Topic: Interrupt cancels ongoing interrupt
- Replies: 8
- Views: 1030
Re: Interrupt cancels ongoing interrupt
Hi,
from what I see this is intended behavior as described in the original FFF regarding Train Interrupts in Interrupts -> https://factorio.com/blog/post/fff-389
This allows the interrupt to trigger while another interrupt is in progress, which clears the original interrupt and replaces it with the ...
from what I see this is intended behavior as described in the original FFF regarding Train Interrupts in Interrupts -> https://factorio.com/blog/post/fff-389
This allows the interrupt to trigger while another interrupt is in progress, which clears the original interrupt and replaces it with the ...
- Sun Dec 01, 2024 12:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Railgun fails to shoot highest priority asteroid right in front of it
- Replies: 12
- Views: 3533
Re: [2.0.22] Railgun fails to shoot highest priority Asteroid right in front of it
Hi, stepping through with the editor I also can't find any issue.
Deconstructing the railgun and rebuilding it, which resets the target sometimes destroys the aforementioned asteroid but not always.
I would guess this is just a rare case of "not enough railgun shooting speed" where there can be ...
Deconstructing the railgun and rebuilding it, which resets the target sometimes destroys the aforementioned asteroid but not always.
I would guess this is just a rare case of "not enough railgun shooting speed" where there can be ...
- Sun Dec 01, 2024 12:17 pm
- Forum: 1 / 0 magic
- Topic: Crash
- Replies: 2
- Views: 410
Re: Crash
Hi, do you have a savefile you can provide with this issue?