Search found 64 matches
- Thu Apr 23, 2026 11:27 pm
- Forum: Ideas and Suggestions
- Topic: Add per entity timings to --benchmark-verbose
- Replies: 2
- Views: 594
Re: Add per entity timings to --benchmark-verbose
I also would like this
- Wed Apr 22, 2026 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 13584
Re: Change huge asteroid explosive resistance to 100%
ok buddy, when you even attempt to make a UPS optimal prom ship, get back to me
I understand you don't want to argue, but the nature of your dismissal just goes to show that you easily consider the matter very niche and requiring expertise, only valid in a precise scenario, the UPS ...
- Wed Apr 22, 2026 11:23 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 13584
Re: Change huge asteroid explosive resistance to 100%
ok buddy, when you make a UPS optimal prom ship, get back to me
When i look at the ship you posted on reddit, it doesn't feature the second layer of low quality railgun designed to pierce thru the higher quality level of railguns in case an huge asteroid isn't destroyed : https://www.reddit ...
- Wed Apr 22, 2026 10:44 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 13584
Re: Change huge asteroid explosive resistance to 100%
I see the same: dozen of hours and 20 round trips without any damage, then suddenly one hit with my much smaller prom ship as well, but I was never able to see the reason.
When I switched to the platform one second after the alert, there was no asteroid any more, so it wasn't a huge asteroid ...
- Wed Apr 22, 2026 8:11 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 13584
Re: Change huge asteroid explosive resistance to 100%
If my ship was getting destroyed all the time and couldn't even survive one roundtrip, I'd agree with you. This specific one had done dozens of runs and survived. It had killed a total of >7 million huge asteroids before one, out of luck, managed to do catastrophic damage. Most likely, if your ...
- Wed Apr 22, 2026 8:08 am
- Forum: Ideas and Suggestions
- Topic: Change huge asteroid explosive resistance to 100%
- Replies: 65
- Views: 13584
Re: Change huge asteroid explosive resistance to 100%
true, also it doesn't help that it seems talking to the developers directly seems to have achieved more in my experience than using the forums which they say we should use :shock:
You likely are gone and will never come back to this. I read this whole exchange and I really feel for you. Great ...
- Sat Oct 11, 2025 8:11 am
- Forum: Fixed for 2.1
- Topic: [2.0.69] Inserter refuses to pickup for no apparent reason
- Replies: 2
- Views: 1088
Re: [2.0.69] Inserter refuses to pickup for no apparent reason
Ok I have another savefile that starts earlier before the issue happens:
This is again regarding the blue/purple science inserter in the middle of the screen
3911 ticks after loading the savefile, it picks up blue science
4166 ticks after loading the savefile (+255 ticks from 3911), it picks up ...
This is again regarding the blue/purple science inserter in the middle of the screen
3911 ticks after loading the savefile, it picks up blue science
4166 ticks after loading the savefile (+255 ticks from 3911), it picks up ...
- Fri Oct 10, 2025 11:46 pm
- Forum: Fixed for 2.1
- Topic: [2.0.69] Inserter refuses to pickup for no apparent reason
- Replies: 2
- Views: 1088
[2.0.69] Inserter refuses to pickup for no apparent reason
EDIT: Boskid let me know this first savefile is not helpful, so please check out my 2nd post in this thread for another savefile
9 ticks after loading the savefile (1 tick after what's shown in the image below), the yellow circled inserter in the image will not pickup 4 chemical science packs, even ...
9 ticks after loading the savefile (1 tick after what's shown in the image below), the yellow circled inserter in the image will not pickup 4 chemical science packs, even ...
- Tue Oct 07, 2025 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 32
- Views: 11304
- Sat Jul 05, 2025 3:41 pm
- Forum: Gameplay Help
- Topic: Average Asteroid Frequency
- Replies: 5
- Views: 7893
Re: Average Asteroid Frequency
this reddit thread and my comments to the OP and his responses explained it quite well for me
https://www.reddit.com/r/factorio/comme ... are_button
https://www.reddit.com/r/factorio/comme ... are_button
- Sun Jun 15, 2025 9:36 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 1414
Re: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
With the output full, the assembler won't do anything anyway. Removing the spoilage from the input slot will result in more Yumako being loaded, but nothing done with it, and it will just spoil, so I don't see any benefit of changing the current behaviour.
then why not block the nutrient slot ...
- Sat Jun 14, 2025 12:55 am
- Forum: Ideas and Suggestions
- Topic: Equal Priority Mode for Smarter Targeting
- Replies: 1
- Views: 646
- Wed Jun 11, 2025 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow to set turret filters per groups/properties
- Replies: 4
- Views: 1424
Re: Allow to set turret filters per groups/properties
+1, very relevant for prom ships too
- Wed Jun 11, 2025 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Mech Armor Hover Toggle
- Replies: 1
- Views: 724
- Wed Jun 11, 2025 9:47 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 1414
Re: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
Wouldn't it be better if the code changed so that input slot spoilage could be moved to the trash slot anyway even if the output is not free?
- Wed Jun 11, 2025 9:29 am
- Forum: Not a bug
- Topic: [2.0.55] Inserter won't remove spoilage from biochamber unless output empty
- Replies: 4
- Views: 1414
[2.0.55] Inserter won't remove spoilage from biochamber unless output empty
The outserter for spoilage will only remove spoiled nutrients, but not spoiled yumako mash from this biochamber, unless the carbon fiber in the output is completely emptied. I currently have the outserter for carbon fiber to enable only if there is 16+ carbon fiber in the biochamber. I assume it ...
- Tue Apr 29, 2025 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Increase internal fluid output buffers of "assemblers" to at least 3x recipe
- Replies: 0
- Views: 649
Increase internal fluid output buffers of "assemblers" to at least 3x recipe
Every fluid recipe has internal fluid buffers for both inputs and outputs.
For example, for molten copper from lava, the internal input buffer for lava is 2x the recipe (500 lava per craft, so 2x500=1000), and also 2x the recipe for the molten copper internal output buffer.
04-30-2025, 01-35-18 ...
For example, for molten copper from lava, the internal input buffer for lava is 2x the recipe (500 lava per craft, so 2x500=1000), and also 2x the recipe for the molten copper internal output buffer.
04-30-2025, 01-35-18 ...
- Tue Apr 29, 2025 11:39 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.46] Rocket silo launches are broken
- Replies: 7
- Views: 6903
[2.0.46] Rocket silo launches are broken
I think its whenever 2+ ships are requesting the same item, even if request is fulfilled on some of them (and guessing it has to do with the bugfix regarding negative orbital request amounts), the rocket silos will take longer to launch.
Examples in the savefile are the gleba (agricultural science ...
Examples in the savefile are the gleba (agricultural science ...
- Tue Apr 29, 2025 11:15 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 33317
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base
Mine don't auto launch at all. The silos request ...
- Tue Apr 29, 2025 10:51 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 33317
Re: Version 2.0.46
Lots of stuff, nice but this "broke" rocket silo throughput a lot.
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same ...
If there is a request in orbit and the rocket is full (at least from direct insertion) it will wait ~5 seconds, instead of being insta-launched. This breaks a lot in my base. Seems to only happen with 2+ ships in orbit with the same ...