Hi,
I'm looking into why I have less than 60 Ups in my Megabase run, and I'm seeing that "SpiderUnit" is using up almost 2.5ms.
I'm assuming that these are the enemies on Gleba, as I don't have any spidertrons that are not in storage?
But wanted to check here with the experts:)
If this is the ...
Search found 6 matches
- Mon Aug 18, 2025 11:20 am
- Forum: Technical Help
- Topic: What is SpiderUnit In Debug Options?
- Replies: 1
- Views: 200
- Fri Dec 27, 2024 7:08 pm
- Forum: Gameplay Help
- Topic: Anyone Else Lost Promethium Ships Since 2.0.28?
- Replies: 12
- Views: 1524
Re: Anyone Else Lost Promethium Ships Since 2.0.28?
Thanks all for the comments on this.
So it was something to do with the rail guns, and some kind of improvements in how quickly they fire vs how they used to fire.
I was basically creating 250 ammo a minute, when I required 350+.
So it was something to do with the rail guns, and some kind of improvements in how quickly they fire vs how they used to fire.
I was basically creating 250 ammo a minute, when I required 350+.
- Sun Dec 22, 2024 9:46 am
- Forum: Gameplay Help
- Topic: Anyone Else Lost Promethium Ships Since 2.0.28?
- Replies: 12
- Views: 1524
Re: Anyone Else Lost Promethium Ships Since 2.0.28?
Thanks but no landmines used on my shipseugenekay wrote: Sat Dec 21, 2024 5:54 pmVersion 2.0.24 introduced a (controversial but awesome) change to Space Platforms using “reactive armor”.FactorioBot wrote: Thu Dec 05, 2024 3:03 pm Balancing
Land mines on space platforms now damage the space platform tiles in a radius.

- Sat Dec 21, 2024 5:25 pm
- Forum: Gameplay Help
- Topic: Anyone Else Lost Promethium Ships Since 2.0.28?
- Replies: 12
- Views: 1524
Anyone Else Lost Promethium Ships Since 2.0.28?
I've had my Promethium science ships running for a week or so now without any issues. I don't think they even took any real damage.
I just updated to 2.0.28 (from 2.0.23) and they both died on their first run to the shattered planet which seemed odd..
Does anyone know of any changes that might ...
I just updated to 2.0.28 (from 2.0.23) and they both died on their first run to the shattered planet which seemed odd..
Does anyone know of any changes that might ...
- Thu Dec 19, 2024 9:57 am
- Forum: Duplicates
- Topic: [raiguard] [2.0.23] Fusion Power Inconsistant Behaviour
- Replies: 3
- Views: 689
Re: [2.0.23] Fusion Power Inconsistant Behaviour
I also created this video, in the video I deleted a non-working generator, and then re-added it.
This seemed to make it worse and stopped several generators next to it from working, when they were previously working.
https://youtu.be/4Cc4dwdxtMk
This seemed to make it worse and stopped several generators next to it from working, when they were previously working.
https://youtu.be/4Cc4dwdxtMk
- Thu Dec 19, 2024 9:48 am
- Forum: Duplicates
- Topic: [raiguard] [2.0.23] Fusion Power Inconsistant Behaviour
- Replies: 3
- Views: 689
[raiguard] [2.0.23] Fusion Power Inconsistant Behaviour
I noticed that sometimes when I place down my fusion power blueprints, not all the generators receive plasma.
This is despite it being a working blueprint, and the same blueprint next to it (or on a different planet) will work fine.
This bug report may also be similar to https://forums.factorio ...
This is despite it being a working blueprint, and the same blueprint next to it (or on a different planet) will work fine.
This bug report may also be similar to https://forums.factorio ...