Warp modules are allowed on all recipes to begin with, so this shouldn't affect anything there.
Search found 17 matches
- Fri May 23, 2025 2:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.6] recipe.allowed_module_categories does not respect beacons
- Replies: 5
- Views: 2658
Re: [raiguard][2.0.6] recipe.allowed_module_categories does not respect beacons
- Mon May 05, 2025 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.47] Placing entity from trains remote view does not use ghost placement
- Replies: 3
- Views: 1324
Re: [2.0.47] Placing entity from trains remote view does not use ghost placement
This is not restricted to your normal placement range: it allows you to remotely manual build anywhere there's radar coverage.
https://streamable.com/pyo9v8
More exact reproduction steps:
1. Stand within reach of a locomotive.
2. Open Remote View.
3. From within Remote View, click on the ...
https://streamable.com/pyo9v8
More exact reproduction steps:
1. Stand within reach of a locomotive.
2. Open Remote View.
3. From within Remote View, click on the ...
- Tue Apr 01, 2025 11:59 am
- Forum: Ideas and Suggestions
- Topic: Remove Space Platform Minimap
- Replies: 2
- Views: 379
Re: Remove Space Platform Minimap
Thirding this. I have to manually go into the options to manually toggle the minimap every time I want to design a new space platform, or else I can't read electricity consumption on any of the machines.
- Mon Mar 31, 2025 2:21 pm
- Forum: General discussion
- Topic: Space Age feels too scripted
- Replies: 15
- Views: 5498
Re: Space Age feels too scripted
You can actually use nuclear/steam power for your first ship. Just keep a stock of water barrels and fuel cells, then use heat exchangers to make steam for turbines.
There's no way to get liquid water on the platform without already having power. Melting ice requires a powered chemical plant ...
- Fri Mar 21, 2025 4:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.21] Raw materials in tooltip for artificial jellynut soil show yumako icon
- Replies: 11
- Views: 2448
Re: [2.0.21] Raw materials in tooltip for artificial jellynut soil show yumako icon
Fixing this would be effectively just making total raw not be a total raw(...)
I mean, that's not really a new problem. For example, Processing Units are considered "raw" because they have a fluid ingredient.
Spoilage comes from many sources, and those bacteria recipes are some of the worst ones ...
I mean, that's not really a new problem. For example, Processing Units are considered "raw" because they have a fluid ingredient.
Spoilage comes from many sources, and those bacteria recipes are some of the worst ones ...
- Fri Jan 24, 2025 11:25 pm
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 4145
Re: Lots of explosive rockets each trip to Aquilo?
Explosive rockets have splash damage, so I thought they'd be better against big asteroids, especially when they come in multiples. Is that not right?
The splash damage doesn't matter against big single targets. And they're also basically three times as expensive, on account of needing triple the ...
- Fri Jan 24, 2025 8:49 pm
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 4145
Re: Lots of explosive rockets each trip to Aquilo?
Most people make yellow ammo on their ships and don't bother with piercing rounds. Red ammo costs more resources per damage dealt, needs more complicated logistics, and yellow ammo already does plenty of DPS to medium asteroids even without the infinite physical damage researches.
- Tue Jan 21, 2025 2:12 am
- Forum: Not a bug
- Topic: [2.0.10] Factoriopedia can't be opened while game is paused (minor)
- Replies: 3
- Views: 1045
Re: [2.0.10] Factoriopedia can't be opened while game is paused (minor)
For the record, you can use Factoriopedia in the tech selection screen. So you're already allowed to look through it while the game is paused in singleplayer; just not in the actual pause menu, for some reason.
- Mon Jan 20, 2025 1:06 am
- Forum: General discussion
- Topic: They need to rename Gleba to Bartleby
- Replies: 117
- Views: 17495
Re: They need to rename Gleba to Bartleby
But the enemy contact...what's the allergy to adjusting Gleba enemy settings until one learns? The settings exist separately of Nauvis and I absolutely encourage new players to adjust biter settings all the way to peaceful mode if they need to learn with less pressure.
It's probably because, by ...
- Thu Jan 09, 2025 12:12 pm
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback β Leading to Ongoing Frustration
- Replies: 61
- Views: 7770
Re: The Train System Lacks Proper System Feedback β Leading to Ongoing Frustration
Yes, but now imagine you start running out of something, or as I mentioned directly here, you begin developing legendary modules, and they start consuming more of certain resources. Now you need additional supplies. The system youβre describing is far from efficient. Itβs not maintenance-free at ...
- Thu Jan 09, 2025 2:36 am
- Forum: Not a bug
- Topic: [2.0.23] Quality rhombus, misleading tooltip
- Replies: 5
- Views: 800
Re: [2.0.23] Quality rhombus, misleading tooltip
Since it was on my mind, I decided to look, and... in addition to productivity modules, speed and efficiency modules also have no such diamond indicating that their effects are improved by quality.
no_damond_for_other_module.png
You'll notice that the quality chance shows up without a diamond on ...
no_damond_for_other_module.png
You'll notice that the quality chance shows up without a diamond on ...
- Thu Jan 09, 2025 2:07 am
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback β Leading to Ongoing Frustration
- Replies: 61
- Views: 7770
Re: The Train System Lacks Proper System Feedback β Leading to Ongoing Frustration
A cargo train is loaded with goods it cannot deliver, returns to the depot, and error handling is required.
A server error occurs, counters are miscalculated, and the game itself occasionally bugs out, requiring error state handling when cargo is delivered incorrectly.
A train is queued at a ...
- Wed Jan 08, 2025 1:55 pm
- Forum: Ideas and Suggestions
- Topic: Replace signal value slider with useful constants like stack size
- Replies: 2
- Views: 505
Re: Replace signal value slider with useful constants like stack size
Seconding this. The logistics request slider at least snaps to useful multiples of stack size: by contrast, I don't think I've ever used the signal value slider even once.
- Mon Dec 30, 2024 10:19 pm
- Forum: Not a bug
- Topic: Blue Print Preview
- Replies: 4
- Views: 675
Re: Blue Print Preview
It definitely looks odd, yeah. I think it would make more sense for the wheels to default to being straight in such cases, instead of spontaneously disappearing. Ultimately, though, it's your decision.
- Fri Dec 20, 2024 6:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Pumps can set filters using negative signals
- Replies: 4
- Views: 1593
Re: Pumps can set filters using negative signals
Uh, no. Assembling machines do ignore negative signals.
And so do asteroid collectors and turrets, for that matter.
- Mon Dec 16, 2024 1:59 am
- Forum: Not a bug
- Topic: [2.0.23] Quality rhombus, misleading tooltip
- Replies: 5
- Views: 800
Re: [2.0.23] Quality rhombus, misleading tooltip
I'll add that if the quality of modules are of quality, then the tooltip is just entirely wrong; here you can see it presenting the effect of four Legendary quality module 3s as if they were normal.
I also checked to see if the assembler's quality would affect the tooltip instead, but the value of ...
I also checked to see if the assembler's quality would affect the tooltip instead, but the value of ...
- Sun Dec 01, 2024 2:05 pm
- Forum: Won't fix.
- Topic: [2.0.23] Factoriopedia tile lookup works in unexplored chunks
- Replies: 1
- Views: 538
[2.0.23] Factoriopedia tile lookup works in unexplored chunks
This can be done in seconds on a brand-new freeplay game, or performed in almost any existing save.
Open remote view, then ALT-click on the black part just outside of the explored map. More specifically, on any chunk that has been generated but not yet revealed. This pulls up a Factoriopedia entry ...
Open remote view, then ALT-click on the black part just outside of the explored map. More specifically, on any chunk that has been generated but not yet revealed. This pulls up a Factoriopedia entry ...