Search found 418 matches

by IsaacOscar
Sat Dec 07, 2024 1:33 pm
Forum: Gameplay Help
Topic: All my robots on nauvis died while im away at vulcanus
Replies: 11
Views: 275

Re: All my robots on nautilus died while im away at vulcanus

Bots cannot launch from chests - when there, they are no different from any other item. If you want them to launch and do stuff, you'll need an inserter from the chest into a roboport. (Can use wires to only insert if the number of free robots in the network is low btw, I tend to do this.) You can ...
by IsaacOscar
Sat Dec 07, 2024 12:22 pm
Forum: Not a bug
Topic: [2.0.24] Burner inserter sometimes does not fully recenter
Replies: 1
Views: 71

Re: [2.0.24] Burner inserter sometimes does not fully recenter

How is this a bug? It doesn't look bad, just different to the other one.

It may even be intentional, so the inserter doesn't have to move as much to get future items on the corner belt.
by IsaacOscar
Sat Dec 07, 2024 9:33 am
Forum: General discussion
Topic: I don't like the trigger tech
Replies: 5
Views: 261

Re: I don't like the trigger tech

Actually, I did just have an annoyance on gleba: to unlock the biochamber you need to make 50 nutrients, but by the time I got all the other resources for the biochamber, my nutrients had all spoiled... (thus what I did to unlock the trigger tech was entirely a waste) Moreover, there's absolutely no...
by IsaacOscar
Sat Dec 07, 2024 8:00 am
Forum: Not a bug
Topic: [2.0.23] Adjusting quality/speed values via mods breaks scaling completely (lol)
Replies: 3
Views: 159

Re: [2.0.23] Adjusting quality/speed values via mods breaks scaling completely (lol)

I don't understand the "bug" here. Are you annoyed that the quality bonus you added to the module scales with quality? Because that's intentional I think (negative quality bonuses however don't scale?). If you don't like this, you'll have to post a suggestion in https://forums.factorio.com...
by IsaacOscar
Sat Dec 07, 2024 6:15 am
Forum: Bug Reports
Topic: [2.0.23] Platform tiles can be built underneath thrusters if sufficiently far
Replies: 1
Views: 100

[2.0.23] Platform tiles can be built underneath thrusters if sufficiently far

Bassically, you can place a platform tile below a thruster if it is at least 93 tiles below the top of the thruster: Screenshot 2024-12-07 161030.png As you can see in the above image, the red area prohibiting platform tiles from being placed under the thruster is only 88 tiles high. This means you ...
by IsaacOscar
Sat Dec 07, 2024 2:59 am
Forum: Bug Reports
Topic: [2.0.23] Blue line above funneltrunk and other gleba plants
Replies: 0
Views: 48

[2.0.23] Blue line above funneltrunk and other gleba plants

This is the most minor of issues, but basically this: Screenshot 2024-12-07 125621.png It disappears if I zoom in or out. Edit: after walking around with the same zoom level, I also found a sunycomb: Screenshot 2024-12-07 130334.png And a Hairy Clubnub Screenshot 2024-12-07 130350.png There are seve...
by IsaacOscar
Fri Dec 06, 2024 2:53 pm
Forum: Bug Reports
Topic: [2.0.24] Mines can create holes in space platform
Replies: 10
Views: 566

Re: [2.0.24] Mines can now be used to create space donuts!

I haven't tested it, but I doubt you could put a thruster there, as it requires no tiles behind it. For example you can easily create a platform with the shape of an "F", but you won't be able to put thrusters at the bottom of the top bar. You can put a thruster there if you just leave en...
by IsaacOscar
Fri Dec 06, 2024 2:23 pm
Forum: Ideas and Suggestions
Topic: Crafting/Construction/Buildable are easily confused with each other
Replies: 2
Views: 74

Re: Crafting/Construction/Buildable are easily confused with each other

But yes, I totally agree with you, and I'm never quite sure what construct or build mean.
by IsaacOscar
Fri Dec 06, 2024 2:20 pm
Forum: Bug Reports
Topic: [2.0.24] Mines can create holes in space platform
Replies: 10
Views: 566

Re: [2.0.24] Mines can now be used to create space donuts!

I'm guessing this is intended or a minor issue. It still requires you to expend resources to build a solid platform, so you can't save platform tiles by blueprinting swiss cheese. Sure, but you can make your platform lighter, and hence faster (though probably not much faster) If you can have a hole...
by IsaacOscar
Fri Dec 06, 2024 1:35 pm
Forum: Gameplay Help
Topic: [2.024]Are spidertrons to loose equipment grid during rocket and platform transport?
Replies: 3
Views: 118

Re: [2.024]Are spidertrons to loose equipment grid during rocket and platform transport?

You should be able to get your modules back by putting ghosts of them back into the spidertron, and the bots will put them back (you can look at the contents of your logistics network if you've forgotten what modules you had).
by IsaacOscar
Fri Dec 06, 2024 1:34 pm
Forum: Gameplay Help
Topic: [2.024]Are spidertrons to loose equipment grid during rocket and platform transport?
Replies: 3
Views: 118

Re: [2.024]Are spidertrons to loose equipment grid during rocket and platform transport?

Not a bug: 119965

You need to either use a blueprint or ctrl-c when deploying the spidertron using q however will clear the equipment grid.
by IsaacOscar
Fri Dec 06, 2024 12:29 pm
Forum: Ideas and Suggestions
Topic: Updater: show how many MB it will need to download
Replies: 1
Views: 57

Re: Updater: show how many MB it will need to download

someone1337 wrote: Fri Dec 06, 2024 12:24 pm Instead of showing the red text that it will take a long time.
Oh you meant in game, not on the release notes.
Fair enough.

I use steam, and that shows how much it's downloading, but only after it starts.
by IsaacOscar
Fri Dec 06, 2024 12:25 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 39
Views: 8820

Re: Version 2.0.24

Could you, instead of stating that updating can take long, show how much MB its to download? I believe that will depend on what version you are updating from, it will be less the newer your current version, and most for a fresh install. Oh and of course, it will be smaller if you haven't bought spa...
by IsaacOscar
Fri Dec 06, 2024 12:16 pm
Forum: General discussion
Topic: I don't like the trigger tech
Replies: 5
Views: 261

Re: I don't like the trigger tech

If you are not using the stuff the trigger gives you, why do you go out of your way to get it already? Just let it rest until you are ready to engage with it? Well other research has it as a prerequisite, so your factory could be siting idle instead of doing research because you haven't unlocked th...
by IsaacOscar
Fri Dec 06, 2024 11:54 am
Forum: Releases
Topic: Version 2.0.24
Replies: 39
Views: 8820

Re: Version 2.0.24

My suggestion is, landmines in space destroy all landmines in a certain radius and those landmines will not deal damage. So using landmine as a last resort is still acceptable, but abusing them in large scale will not be practical. This feels like it could also work if the design was "Landmine...
by IsaacOscar
Fri Dec 06, 2024 11:53 am
Forum: Bug Reports
Topic: [2.0.24] Mines can create holes in space platform
Replies: 10
Views: 566

Re: [2.0.24] Mines can create holes in space platform

Watching this thread like a hawk hoping it lands in "Not a Bug," it's genuinely a cool feature for people intending it, and allows for some rebellious creativity. Maybe the only true bug is that the hole cannot be closed once opened, and might necessitate a new tile-building rule, "i...
by IsaacOscar
Fri Dec 06, 2024 11:47 am
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 18
Views: 1767

Re: The +300% productivity cap should be documented in-game or removed

I read a bunch of posts here associating recycling productivity with re-cycling of items. The research is called scrap recycling productivity though and exclusively affects the scrap recycling recipe. No, that's not the problem. The problem is this: if you have say a +400% recycling productivity on...
by IsaacOscar
Fri Dec 06, 2024 10:51 am
Forum: Duplicates
Topic: [2.0.23] Pentapod swarms lock up and stop moving
Replies: 2
Views: 109

Re: [2.0.23] Pentapod swarms lock up and stop moving

jirkov wrote: Fri Dec 06, 2024 10:44 am duplicity viewtopic.php?f=7&t=118055
Yes, the pentapods lulling you into a false sense of security is very duplicitous indeed.
by IsaacOscar
Fri Dec 06, 2024 9:30 am
Forum: Assigned
Topic: [Klonan] [2.0.15] Alerts can persist between surfaces
Replies: 1
Views: 170

Re: [Klonan] [2.0.15] Alerts can persist between surfaces

I was consistently noticing this, but then I restarted the game, and can't reproduce it.
Strange. It only shows up for a split second so not too much of a bug, but someone may see such an alert and not realise it was from another planet and then end up looking for the problem in the wrong place.

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