Search found 61 matches

by Theragus
Mon Feb 03, 2025 2:40 am
Forum: Duplicates
Topic: Item Quality is not reflected in Speaker Alert notification
Replies: 1
Views: 159

Item Quality is not reflected in Speaker Alert notification

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
02-03-2025, 03-39-46.png
02-03-2025, 03-39-46.png (290.06 KiB) Viewed 159 times
by Theragus
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 ...
by Theragus
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.
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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 ...
by Theragus
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?

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