Search found 307 matches
- Thu Nov 21, 2024 1:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan] [2.0.20] Infinity Chest lacks quality selector.
- Replies: 1
- Views: 590
[StrangePan] [2.0.20] Infinity Chest lacks quality selector.
Was messing around in editor mode working on updating some of my old blueprints to be parameterized. While doing so I got distracted and wanted to test a belt layout with some quality item sorting. Plop down some infinity chests, loaders, splitter sushi "mixer". Went to setup the quality c...
- Sat Nov 16, 2024 12:35 am
- Forum: Bug Reports
- Topic: [2.0.19] Alt + Mouse Wheel Up/Down keybind priority issue.
- Replies: 0
- Views: 101
[2.0.19] Alt + Mouse Wheel Up/Down keybind priority issue.
I didn't have this issue in 2.0.15 and earlier since I was staying on the stable releases. Now there are 4 experimentals and I was wanting some of the new features (quickbar icons and quality buttons instead of dropdown that weren't in stable yet). Finally decided to join the experimental releases. ...
- Thu Nov 14, 2024 6:39 pm
- Forum: Duplicates
- Topic: [2.0.17] Laser turret max consumption is increasingly misleading in Space Age
- Replies: 2
- Views: 381
Re: [2.0.17] Laser turret max consumption is increasingly misleading in Space Age
The tooltip is slightly off from laser turret's real max energy consumption and always has been. The tooltip updates to the expected max consumption of 800kj per shot * total laser shooting speed but the *real* max consumption seems about 200kj more than that according to the power graph every time ...
- Wed Nov 13, 2024 4:26 pm
- Forum: Bug Reports
- Topic: [2.0.15] Automatic requests from space platforms does not launch rockets automatically
- Replies: 3
- Views: 761
Re: [2.0.15] Automatic requests from space platforms does not launch rockets automatically
I had the same issue but mine was because of a the group logistics. I forgot I had 3 other space platforms with the same group and 1 of them was currently over nauvis where I was also trying to load up a brand new platform. If you hover over the request somewhere it will say what platform the rocket...
- Tue Nov 12, 2024 4:51 pm
- Forum: Ideas and Suggestions
- Topic: Signal control/monitor for improved control of platform speed
- Replies: 14
- Views: 1060
Re: Signal control/monitor for improved control of platform speed
that is what i'm already doing, that makes the thrusters fill entirely while waiting at the planet and then dash right into large asteroids. You might need more defense then. You can still try this thread out. Basically solved the efficiency problem on thrusters. Which also makes your platform move...
- Mon Nov 11, 2024 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Add space platform deconstruction animation.
- Replies: 4
- Views: 257
Add space platform deconstruction animation.
I tried the forum search but it wasn't yielding anything relevant and I find it hard to believe no one else has suggested it yet. Probably using the wrong words and/or the wrong order. We have this cool construction animation for construction on platforms. Why not play it in reverse for deconstructi...
- Mon Nov 11, 2024 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Better Ship/Platform scheduling UI
- Replies: 4
- Views: 264
Re: Better Ship/Platform scheduling UI
I dunno how applicable it is to your setups but I have all common circuit/cargo conditions on a single combinator just so I don't have all the fuel and ammo/rockets checks cluttering up the schedule. Just have a single circuit "Green check > 0" on each station. Speeds things way up while k...
- Mon Nov 11, 2024 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Signal control/monitor for improved control of platform speed
- Replies: 14
- Views: 1060
Re: Signal control/monitor for improved control of platform speed
You can already mosly do this. Circuit wire up some pumps to the platform hub. Set the hub to "read current speed as V" then set pumps to enable when "V < 100". It will launch with max thrust (because thrusters are full) then slow down and maintain roughly 100 km/s speed. That is...
- Mon Nov 11, 2024 4:07 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea/Request] platform to platform logistics
- Replies: 1
- Views: 210
Re: [Idea/Request] platform to platform logistics
I'd love for it to exist. Lock it behind a research that requires space, fulgora, vulcanus, gleba sciences just so you don't have it too early.
- Mon Nov 11, 2024 3:12 pm
- Forum: Duplicates
- Topic: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
- Replies: 6
- Views: 457
Re: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
I've just worked around it by making two spidertrons. Set one up the way I want. Do the right-click copy-paste. Send the "duplicate" to another planet. Then after placing the spidertron ghost do the right-click copy-pasta again to get the settings back. After that the nauvis one is ready f...
- Sun Nov 10, 2024 7:48 pm
- Forum: Duplicates
- Topic: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
- Replies: 6
- Views: 457
Re: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
Well now. That is weird. I totally missed it. Everything got reset back to stock but the items appeared in a random storage chest...I never saw any bots take them away on the first time it happen because I was else where. 2nd time I place the spidertron right over the storage chests by the landingpa...
- Sun Nov 10, 2024 7:35 pm
- Forum: Duplicates
- Topic: [2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
- Replies: 6
- Views: 457
[2.0.15] Spidertron resets to a "fresh" spidertron when bot placed.
I've repeated this twice now. I loaded up an uncommon (probably irrelevant but just in case) spidertron with a full equipment grid. Gave it a name, custom color and logistic settings. Loaded it on a nauvis rocket, sent it to a platform, sent platform to gleba, and queued an orbital drop. While in tr...
- Sun Nov 10, 2024 7:12 am
- Forum: Not a bug
- Topic: [2.0.15] Belt enable + belt hold all belts Doesn't work as expected.
- Replies: 2
- Views: 295
Re: [2.0.15] Belt enable + belt hold all belts Doesn't work as expected.
Sorry I wasn't intending to click bait. lol. Taking a closer look at my other "Everything < #" stuff that work...they are all single item things. Well damn...Village Idiot strikes again! I read the description but my expectation bias was too strong and overrode the descriptions explicit in...
- Sun Nov 10, 2024 5:01 am
- Forum: Duplicates
- Topic: [2.0.15] Bots can't fast replace chest if the item they need is in the chest to be fast replaced.
- Replies: 1
- Views: 157
[2.0.15] Bots can't fast replace chest if the item they need is in the chest to be fast replaced.
Little bit of a mouthful of a title, I know. This picture should say it all. 11-09-2024, 22-57-18.png This is a minimum demo of the issue. There is 1 available construction bot and 1 available storage chest. The bot will never upgrade this chest. If I stick another storage chest in that empty storag...
- Sun Nov 10, 2024 4:51 am
- Forum: Not a bug
- Topic: [2.0.15] Belt enable + belt hold all belts Doesn't work as expected.
- Replies: 2
- Views: 295
[2.0.15] Belt enable + belt hold all belts Doesn't work as expected.
Reproduction Steps: Setup a belt loop. Setup two belts off to the side. Connect up the circuit network on the loop to one of side belts. Set the loop belt to "read belt hold all" Set the side belt to "Enable when Everything < 10". Setup an arithmetic combinator and have it set to...
- Sat Nov 09, 2024 6:27 pm
- Forum: Duplicates
- Topic: [2.0.15] Display panel -> Always Show. Only does that with alt mode on.
- Replies: 1
- Views: 190
[2.0.15] Display panel -> Always Show. Only does that with alt mode on.
Pretty minor but bothers me none-the-less that "Always Show" doesn't mean what it says on the tin. If Alt-mode is off then the Display panel only shows the text on-hover which is how it behaves with "Always Show" unchecked with or without alt-mode.
- Fri Nov 08, 2024 5:46 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 254
- Views: 24993
Re: Gleba has killed the game for me.
As much as I dislike spoilage I can't help but look at the data prototypes and come up with stupid ideas. haha. You can totally setup multi-stage spoilage. Haven't tested it though. Got the idea after seeing https://mods.factorio.com/mod/everything-spoilage on the mod portal and taking a look at the...
- Fri Nov 08, 2024 12:28 am
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 254
- Views: 24993
Re: Gleba has killed the game for me.
Exactly the same can be said about production+speed combo, two line railways, main bus, city blocks. You may never discover these cool concepts on your own and struggle with spaghetti forever. That is totally different. You can still play the game without those. Nothing in Factorio's design truly f...
- Thu Nov 07, 2024 6:05 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 254
- Views: 24993
Re: Gleba has killed the game for me.
I really hope that they will not "fix" what is not broken. I didn't say Gleba was broken. It just, currently, isn't good as it should be. It needs some tweaking. I see the direction they were going for and I think it is an awesome idea. I just believe the execution of the idea needs a lit...
- Wed Nov 06, 2024 10:18 pm
- Forum: General discussion
- Topic: Gleba has killed the game for me.
- Replies: 254
- Views: 24993
Re: Gleba has killed the game for me.
Yeah. Gleba is not in a good place as it currently is. Really hoping they do a 2.1 and fix it. Gleba requires you to already know how everything beforehand for you to succeed on it. Knowledge that the designers/developers already have so for them in designing/playtesting the planet wasn't difficult ...