Search found 16 matches

by brucemalt
Tue May 13, 2025 6:40 am
Forum: Not a bug
Topic: [2.0.47] unconnected electromagnetic plant refills fluid
Replies: 3
Views: 115

Re: [2.0.47] unconnected electromagnetic plant refills fluid

No, I'm saying, at least on my machine, I can watch the value for how much fluid is inside the plant go up while it is not connected.

And the statistics graph shows I'm not making more fluid and the value in the now disconnected pipe doesn't go down either.

It's fine if you treat this as a "wont ...
by brucemalt
Mon May 12, 2025 9:40 pm
Forum: Not a bug
Topic: [2.0.47] unconnected electromagnetic plant refills fluid
Replies: 3
Views: 115

[2.0.47] unconnected electromagnetic plant refills fluid

Hi everyone,

I rotated this plant on fulgora and the fluid refills even though it shouldn't be able to. And it appears to generate new "electrolyte" fluid out of thin air.

05-12-2025, 23-10-03.png

The way I think it can be caused is to connect it, let the fluid fill up(?), let the plant making ...
by brucemalt
Fri Mar 28, 2025 10:12 am
Forum: Not a bug
Topic: [2.0.42] Description clarification issue, circuit input list is always sorted
Replies: 2
Views: 188

Re: [2.0.42] Description clarification issue, circuit input list is always sorted

Thank you for your answer and the clarification!

In theory i could make anything return a random signal (as long it is just one signal) and that is still within the limits of this feature.

That would be a shame and a nerf, because the selector as an additional part would be required, but I ...
by brucemalt
Thu Mar 27, 2025 9:46 pm
Forum: Not a bug
Topic: [2.0.42] Description clarification issue, circuit input list is always sorted
Replies: 2
Views: 188

[2.0.42] Description clarification issue, circuit input list is always sorted

Hey all,

I remembered reading in this topic https://forums.factorio.com/viewtopic.php?p=666076 about space platform hubs, that description issues are "valid bugs".

I tried searching the forums, but searching for literally "anything" is... I don't trust the results, if it's a duplicate, I ...
by brucemalt
Fri Mar 14, 2025 9:09 pm
Forum: Ideas and Suggestions
Topic: Better Quality / Circuit Tools
Replies: 1
Views: 603

Better Quality / Circuit Tools

TL;DR
The current quality circuit tools are limited and require a lot of clicking and many parts for a setup to do anything useful. I'm sure there is "design space" that can be explored, that doesn't make it too easy, but makes it a little easier to handle quality on the circuit network.


What ...
by brucemalt
Thu Mar 06, 2025 11:43 am
Forum: Combinator Creations
Topic: Another 'set recipe' setup
Replies: 0
Views: 427

Another 'set recipe' setup

Hi everyone!

I wanted to do something with 'set recipe' and to make production even more automated. The key reason being that the easiest way to set up a new planet is not to fetch things, but to make them in space. At least the basic material, but it applies to more than that I suppose. I was ...
by brucemalt
Sat Mar 01, 2025 5:57 pm
Forum: Ideas and Suggestions
Topic: A slider to multipy values in a logistics request
Replies: 8
Views: 355

Re: A slider to multipy values in a logistics request


you can change without typing how many ingredient you want in the chest while keeping the ratio nice !


Ok, I understand what you mean, but I tried this: I tried entering 0.1 and it looks like it automatically converts float to in by dropping everything behind the decimal.

2.8 and 2.3 -> 2 ...
by brucemalt
Sat Mar 01, 2025 5:25 pm
Forum: Ideas and Suggestions
Topic: A slider to multipy values in a logistics request
Replies: 8
Views: 355

Re: A slider to multipy values in a logistics request




You can use blueprints, if you are attempting to win under 40 hours, you can have a constant combinators with the receipes in them , saved in a blueprint, importing it in a game would import all the groups and their custom limits.


Hm, that is true, I can use blueprints, but if I use ...
by brucemalt
Sat Mar 01, 2025 2:40 pm
Forum: Ideas and Suggestions
Topic: A slider to multipy values in a logistics request
Replies: 8
Views: 355

Re: A slider to multipy values in a logistics request

Ok, so the multiplier is already in there, that's even better!

But I still have to open 2 text/number input fields and put stuff there... every time I want to change things.

So I guess, it's 50% already done and that would make it even easier to add a slider :) ;)

As another note, if that's ...
by brucemalt
Sat Mar 01, 2025 10:30 am
Forum: Ideas and Suggestions
Topic: A slider to multipy values in a logistics request
Replies: 8
Views: 355

A slider to multipy values in a logistics request

TL;DR
Changing the composition of a request setup requires a lot of typing in numbers, but the ratios usually stay the same, so it would make sense to have a "multiplier" slider that can adjust the contents of such a group.

What?

I would something like the slider UI that is already present in ...
by brucemalt
Sun Feb 23, 2025 6:25 pm
Forum: Technical Help
Topic: [2.0.32] Crash linux build?
Replies: 1
Views: 164

[2.0.32] Crash linux build?

Hi, no particular idea what happened,

No mods were used, here is a log. :)
by brucemalt
Thu Jan 02, 2025 10:29 pm
Forum: General discussion
Topic: Personal game feedback - new player with ~450 hours game play
Replies: 1
Views: 712

Re: Personal game feedback - new player with ~450 hours game play

I have just finished research productivity lvl 42 and lvl 43
Wow, nicely done!

I agree on all points.

Thanks for the good wishes, same to you!
by brucemalt
Sat Dec 21, 2024 11:05 am
Forum: General discussion
Topic: I beat space age! (long+opinions+feedback)
Replies: 6
Views: 1887

Re: I beat space age! (long+opinions+feedback)

Timer circuits can be built with the circuit system provided in game

I saw that. Or rather, I saw this one https://wiki.factorio.com/File:Timer.png . Something about it seemed off. It seems too quick, it's clearly not outputting seconds and I would hate to build my circuit clock wrong and the ...
by brucemalt
Fri Dec 20, 2024 1:18 pm
Forum: General discussion
Topic: I beat space age! (long+opinions+feedback)
Replies: 6
Views: 1887

I beat space age! (long+opinions+feedback)

:danger: SPOILERS!! (obviously) :danger:

Overall a definite 9/10, I'm here because of the small difference to perfection and because most "complaints" I have are just a few balancing issues (that maybe can be solved in 2.1 or something?) Except Aquilo.

The complaints are definitely complaints ...
by brucemalt
Thu Dec 19, 2024 2:04 pm
Forum: Balancing
Topic: Quality big poles should be longer
Replies: 5
Views: 1410

Re: Quality big poles should be longer

I'm going to bump this, but I actually noticed something different.

The uncommon power medium power poles get a 9x9 area, which is *just barely* enought to connect 16 solar cells, which is a great upgrade (maybe disproportionally good) from the regular mediums which only connect 6.

Which mean you ...
by brucemalt
Wed Dec 18, 2024 11:25 am
Forum: Ideas and Suggestions
Topic: Rocket launching would greatly benefit from finer and more flexible control options.
Replies: 8
Views: 841

Re: Rocket launching would greatly benefit from finer and more flexible control options.

I think I will make a more detailed post later, but it should really not be too much to ask, that the logistics system can fulfill a request we already have set up to fill a rocket perfectly. (if all items are available).

E.g. a rocket takes "A" and "B" rocket capacity 100 each, and we set a ...

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