Search found 17 matches

by konage
Fri Feb 28, 2025 1:44 am
Forum: Ideas and Suggestions
Topic: Drop item (z) being context dependent
Replies: 0
Views: 89

Drop item (z) being context dependent

What I mean by that is when you use z, you typically want it to drop the item only to a specific place, e.g. only on ground, only in turrets, only on belt, only in assemblers (maybe with specific recipe).

My recommendation is when you first press z and hold, it checks what it dropped to on press ...
by konage
Sat Feb 15, 2025 6:42 am
Forum: Ideas and Suggestions
Topic: Inserter UPS improvement on moving belt while target full
Replies: 0
Views: 137

Inserter UPS improvement on moving belt while target full

In short, inserters will remain active and have a UPS cost when the belt they can take from is moving with items on it, even when their targets are full. If the belt isn't moving they become inactive, but the inactivity should happen anyway if the target is full.

In practice this is even more of an ...
by konage
Thu Feb 13, 2025 4:02 am
Forum: Show your Creations
Topic: Comprehensive quality guide, get everything legendary (incl. free blueprints)
Replies: 2
Views: 15465

Re: Comprehensive quality guide, get everything legendary (incl. free blueprints)


Seems that most people interact on reddit Hey, thanks for posting this here! I guess I'm old, using the good ol' forums instead of reddit, especially after they closed down the previously-open platform ^^'

Just finished watching part 2 and while it's so far relatively slow-paced, it confirms a ...
by konage
Wed Feb 12, 2025 1:55 am
Forum: Ideas and Suggestions
Topic: Change ammonia rocket fuel recipe fluid inputs
Replies: 5
Views: 426

Re: Change ammonia rocket fuel recipe fluid inputs


Fun fact, IIRC on the new fluid system, a single fluid port on any crafting machine can do a maximum of 6k fluid/second of throughput. So unless you're hitting that number consistently, per fluid input, it's not super relevant.

That being said - the new cryo plants have a whopping 8 module slots ...
by konage
Tue Jan 28, 2025 4:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.33] Spoiled items into rocket silo cannot be removed automatically
Replies: 2
Views: 1703

[2.0.33] Spoiled items into rocket silo cannot be removed automatically

This can be replicated if you use a stack inserter and place e.g. 15 nutrients in its hand, then when they spoil they will be placed in the 'rocket part' output of the crafting (see picture below). The rocket silo can keep crafting rocket parts, so the rocket parts is not an issue, however as you ...
by konage
Mon Jan 13, 2025 6:51 pm
Forum: Duplicates
Topic: [2.0.30] Cargo pods optimization issue when "unfulfillable" requests > 1
Replies: 1
Views: 383

[2.0.30] Cargo pods optimization issue when "unfulfillable" requests > 1

This is a follow-up from a twitch stream where Raiguard was made aware of the issue, but I think I've explored it further to find out exactly what the issue is.

Basically when you have a cargo landing pad on a planet and a number of space platforms in orbit, you can separate the requests the cargo ...
by konage
Mon Dec 30, 2024 10:30 pm
Forum: Pending
Topic: [2.0.26] Crash in editor mode
Replies: 4
Views: 424

Re: [2.0.26] Crash in editor mode

I think I got the same error again. Again in the editor, while alt+tabbed/afk.
However this time I'm not sure when it crashed. The last autosave was over 12 hours before I realized the game crashed (I left it running while sleeping). But I didn't go to sleep till 2-3 hours after the last autosave ...
by konage
Mon Dec 23, 2024 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.28] Combinator bottom part of panel sometimes incorrect values
Replies: 2
Views: 262

[2.0.28] Combinator bottom part of panel sometimes incorrect values

The bottom panel of a decider combinator showing the input and output signals sometimes gets stuck showing signal values that are not up to date (up to tick? :D)

I have attached a file save and I have short youtube video showing an example

No mods, besides space age + quality + elevated rail ...
by konage
Thu Dec 19, 2024 6:44 pm
Forum: Show your Creations
Topic: Comprehensive quality guide, get everything legendary (incl. free blueprints)
Replies: 2
Views: 15465

Comprehensive quality guide, get everything legendary (incl. free blueprints)

NOTE: I will not keep updating this post. Seems that most people interact on reddit, so if you want any updates to the post (there have been a number of updates to the blueprints and a few extra videos), check out the reddit thread instead:
https://www.reddit.com/r/factorio/comments/1hhzpbb ...
by konage
Wed Dec 18, 2024 1:32 am
Forum: Pending
Topic: [2.0.26] Crash in editor mode
Replies: 4
Views: 424

Re: [2.0.26] Crash in editor mode

It hasn't happened again so far. I've had the game open since I posted. However since I wasn't doing anything when it crashed, I wouldn't know what to replicate lol. It's not like its happening to me all the time and its annoying, I just posted cause it may be useful for bugfixing :D
by konage
Tue Dec 17, 2024 7:44 pm
Forum: Pending
Topic: [2.0.26] Crash in editor mode
Replies: 4
Views: 424

[2.0.26] Crash in editor mode

I wasn't doing anything, I was alt+tabbed for quite a few minutes.
Just running default space age mods (rail + quality), no other mods.
Attached log (updated 21:37) and last autosave (updated 21:33), so game crashed ~4 minutes after the autosave.
I'm 90% sure since the autosave I was alt+tabbed the ...
by konage
Thu Dec 05, 2024 1:30 pm
Forum: Not a bug
Topic: [2.0.23] Cannot set pentapod recipe to biochamber via circuit network
Replies: 2
Views: 243

[2.0.23] Cannot set pentapod recipe to biochamber via circuit network

What the title says :)
12-05-2024, 15-30-10.png
12-05-2024, 15-30-10.png (186.28 KiB) Viewed 243 times
by konage
Sat Nov 02, 2024 10:26 pm
Forum: Bug Reports
Topic: [kovarex] [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)
Replies: 3
Views: 480

[kovarex] [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)

I'm trying to automate trains as much as possible.
Lets use in this example that I'm trying to move around Steel.
I was trying to add conditions for leaving a station when they attempt to go to stations called:
*Wagon*Pickup
Specifically, that their conditions for leaving are either when they have ...

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