Or am I just confused and the percentages are supposed to be static, given the base speed?
I haven't played much in a few years. Maybe I made a mistake.
Search found 561 matches
- Mon Oct 27, 2025 12:01 pm
- Forum: Not a bug
- Topic: [2.0.69] Crafting speed displayed incorrectly
- Replies: 4
- Views: 300
- Mon Oct 27, 2025 11:57 am
- Forum: Not a bug
- Topic: [2.0.69] Crafting speed displayed incorrectly
- Replies: 4
- Views: 300
Re: [2.0.69] Crafting speed displayed incorrectly
I don't know if things changed in the ~6 hours since looking at the biolabs, but I have an earlier save (6 hours prior) as well for the biolabs.
Prior post has the more recent save attached.
Prior post has the more recent save attached.
- Mon Oct 27, 2025 11:46 am
- Forum: Not a bug
- Topic: [2.0.69] Crafting speed displayed incorrectly
- Replies: 4
- Views: 300
[2.0.69] Crafting speed displayed incorrectly
https://youtu.be/E2_d141sQ2c
I first noticed a discrepancy with the biolab (pictures attached), then later noticed similar with the electromagnetic plant (video link, above).
In the video, you can see I swap out the electromagnetic plants and the speed obviously changes, going by the progress bars ...
I first noticed a discrepancy with the biolab (pictures attached), then later noticed similar with the electromagnetic plant (video link, above).
In the video, you can see I swap out the electromagnetic plants and the speed obviously changes, going by the progress bars ...
- Tue Oct 07, 2025 4:51 pm
- Forum: Minor issues
- Topic: [2.0.69] Shift+click in succession in high latency multiplayer wrongly executes twice
- Replies: 2
- Views: 241
Re: [2.0.69] Shift+click in succession in high latency multiplayer wrongly executes twice
Ah, ok. Thanks for the explanation, too. It's always interesting. I don't know of other dev teams doing that.
- Tue Oct 07, 2025 8:45 am
- Forum: Minor issues
- Topic: [2.0.69] Shift+click in succession in high latency multiplayer wrongly executes twice
- Replies: 2
- Views: 241
[2.0.69] Shift+click in succession in high latency multiplayer wrongly executes twice
Easier to just see it. It seems to be on higher latency servers (this one showed about 130ms in the server list).
https://youtu.be/MBRTNGftSY4
If I quickly shift+left click twice where an item is, it'll pull the one I clicked on and then the top-left-most stack available after pulling the one I ...
https://youtu.be/MBRTNGftSY4
If I quickly shift+left click twice where an item is, it'll pull the one I clicked on and then the top-left-most stack available after pulling the one I ...
- Thu Feb 06, 2025 10:23 am
- Forum: Gameplay Help
- Topic: How to enable "last user" on chests?
- Replies: 0
- Views: 295
How to enable "last user" on chests?
In multiplayer, it's good to know who the "last user" was for things, which I imagine is why that information exists.
How can I have it always display the last user on storage chests, since it doesn't always exist (it's sometimes there, but not always)?
I see it always there for other things in the ...
How can I have it always display the last user on storage chests, since it doesn't always exist (it's sometimes there, but not always)?
I see it always there for other things in the ...
- Thu Feb 06, 2025 9:55 am
- Forum: Duplicates
- Topic: [2.0.32] Remote View platform display not fully updating
- Replies: 1
- Views: 307
[2.0.32] Remote View platform display not fully updating
When in view, if a platform stops at a planet or begins moving to another planet, the encircled part isn't updated correctly:
factorio_remote_view_platform.png
This occurs when viewing while either traveling or at a stop, then the platform either stops or begins traveling.
A "change in direction ...
factorio_remote_view_platform.png
This occurs when viewing while either traveling or at a stop, then the platform either stops or begins traveling.
A "change in direction ...
- Tue Oct 29, 2024 11:33 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11][SA] Browse public games radio buttons dysfunctional
- Replies: 1
- Views: 1549
[Rseding91] [2.0.11][SA] Browse public games radio buttons dysfunctional
Go to "multiplayer">"browse public games"
Leave all filtering radio buttons set to "any"
Change "is dedicated server" to "yes" or "no"
Click "back"
Go to "browse public games" again
See that "is favourited" has changed, commensurate with "is dedicated server"
I'm curious--is this just a ...
- Fri Nov 10, 2023 10:56 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 132179
Re: Friday Facts #384 - Combinators 2.0
Great changes!
I'd love to see:
Expanded into a single wire which carries all signals, for simplicity, since input selection now exists. An intertwined wire?
More signal networks with that single wire and being able to choose the network.
Just being able to manually number a network. Wow, that ...
I'd love to see:
Expanded into a single wire which carries all signals, for simplicity, since input selection now exists. An intertwined wire?
More signal networks with that single wire and being able to choose the network.
Just being able to manually number a network. Wow, that ...
- Sat Sep 23, 2023 11:47 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 229
- Views: 110344
Re: Friday Facts #377 - New new rails
..........
It doesn't split to 5, it splits to 2, then 3, then 2 again.
Ok, so you're splitting hairs. Fine. But does that make it any easier to manually drive a train through that junction? No.
I wonder if up/down could remain the same as forward/reverse, but when coming to any split rail ...
- Sat Sep 23, 2023 2:12 am
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 229
- Views: 110344
Re: Friday Facts #377 - New new rails
Fun idea! And the only way to keep them out is with concrete on the ground, a la Command & Conquer Tiberian Sun.gGeorg wrote: Fri Sep 22, 2023 12:40 pm What about add 2nd level of the map, underground. So we get tunnels ?
And of course, sneaky bugs could dig in to our base.
- Thu Sep 14, 2023 5:10 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 333111
Re: Friday Facts #375 - Quality
I like the idea in principle, but the randomness of the quality seems contradictory to the nature of engineering. IRL, Nobody would tolerate building a car, which randomly attains the desired quality, and subsequently recycling multiple runs of it until it comes out perfect by chance ...
- Sat Sep 09, 2023 2:46 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 333111
Re: Friday Facts #375 - Quality
Maybe if machine produced something for a really long time it could start producing higher quality products instead? For example after 10000 solar panels produced in single assembler its quality tier would go up. Maybe progress for this should be also logarithmic with some additional minimal ...
- Sat Sep 09, 2023 2:23 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 333111
Re: Friday Facts #375 - Quality
More factorio-like names would be good. Epic, legendary and the colors feel cookie-cutter. They kind of devalue the respectability of the game--the intuitive controls, the code that is frequently bugfixed, the attention to detail, the developers integrated with the player base, the enjoyment that ...
- Fri Aug 25, 2023 12:06 pm
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 148817
Re: Friday Facts #373 - Factorio: Space Age
Oh, also, since fff will be coming back, don't forget that data of engine improvements are always appreciated and enjoyed.
Rseding91, looking at you for some "I found XYZ could be sped up by 1.5x, but that also meant it automatically made ABC 2x faster, which meant DEF could be rewritten as well ...
Rseding91, looking at you for some "I found XYZ could be sped up by 1.5x, but that also meant it automatically made ABC 2x faster, which meant DEF could be rewritten as well ...
- Fri Aug 25, 2023 11:45 am
- Forum: News
- Topic: Friday Facts #373 - Factorio: Space Age
- Replies: 269
- Views: 148817
Re: Friday Facts #373 - Factorio: Space Age
Those flames from the engines look AWESOME. Give that person a raise!
- Mon Jun 12, 2023 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Belt orientation is different in blueprint than real life
- Replies: 2
- Views: 2166
Re: [boskid][1.1.82] Belt orientation is different in blueprint than real life
I love getting the explanations!
- Sat Jun 03, 2023 9:04 am
- Forum: Technical Help
- Topic: Run from ramdisk
- Replies: 30
- Views: 13486
Re: Run from ramdisk
I used amd's free software for a 4gig ramdisk on Win10 a few weeks ago. I made a symlink for the factorio temp directory. It saved the download to ramdisk, I connected to the server, and played, all without a hitch.
http://www.radeonramdisk.com/software_downloads.php
http://www.radeonramdisk.com/software_downloads.php
- Mon May 22, 2023 10:03 am
- Forum: Not a bug
- Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
- Replies: 6
- Views: 2386
Re: [1.1.80] Inserter is idle, but fluctuating between "working"
Flickers "working" pulling from a wire chest, too, on the top left assembling machine for 3 or 4 ticks on the return swing, before coming to a stop. I don't think it's consistent (it was after every 8th 180degree rotation at one point before I tinkered with it, but maybe that was another assembling ...
- Thu May 18, 2023 1:36 pm
- Forum: Not a bug
- Topic: [1.1.80] Inserter is idle, but fluctuating between "working"
- Replies: 6
- Views: 2386
Re: [1.1.80] Inserter is idle, but fluctuating between "working"
Here's a good blueprint, possibly with more info to look into.
The iron inserters flicker after every other run (don't flicker when there's excess iron).
The wire inserters flicker after every run (there's never excess wire).
0eNrNV9uOmzAQ/Rc/wwqba/iVKkLGTLJWwSDbVJtG ...
The iron inserters flicker after every other run (don't flicker when there's excess iron).
The wire inserters flicker after every run (there's never excess wire).
0eNrNV9uOmzAQ/Rc/wwqba/iVKkLGTLJWwSDbVJtG ...