Search found 72 matches
- Sun Apr 20, 2025 11:55 am
- Forum: Ideas and Suggestions
- Topic: Highlight enemy units when hovering any turret
- Replies: 3
- Views: 258
Re: Highlight enemy units when hovering any turret
Hm good point, some of these are beyond the range. I am not sure what the red squares show then.
- Sun Apr 20, 2025 10:22 am
- Forum: Ideas and Suggestions
- Topic: Highlight enemy units when hovering any turret
- Replies: 3
- Views: 258
Highlight enemy units when hovering any turret
TL;DR
When hovering a turret, highlight enemy units in its range (as is already the case for the railgun).
What?
The railgun turret seems to have a unique feature: when you hover it, enemies in its range are highlighted with a red square:
04-20-2025, 12-19-59.png
For some reason, most ...
When hovering a turret, highlight enemy units in its range (as is already the case for the railgun).
What?
The railgun turret seems to have a unique feature: when you hover it, enemies in its range are highlighted with a red square:
04-20-2025, 12-19-59.png
For some reason, most ...
- Thu Apr 17, 2025 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [2.0.15] Rocket silo orbital requests flicker unrequested items rapidly
- Replies: 8
- Views: 1858
Re: [Tobias] [2.0.15] Rocket silo orbital requests flicker unrequested items rapidly
I am seeing this as well, but not with automatic construction requests -- the flicker is for yellow ammo, spaceship platform, repair packs; these are the things the ships in Nauvis orbit are requesting from Nauvis (but all their requests are satisfied). Maybe it has something to do with the fact ...
- Tue Apr 15, 2025 11:32 am
- Forum: Assigned
- Topic: [Vinzenz][Galaxy of fame] Cannot drag the part of the map that is below the planet selection buttons
- Replies: 0
- Views: 186
[Vinzenz][Galaxy of fame] Cannot drag the part of the map that is below the planet selection buttons
In the galaxy of fame, usually we can drag-n-drop the map around. However, if we start the drag in the area of the map that is below the planet selection buttons, it doesn't work. This is particularly bad on mobile since there, the buttons cover around half the width of the map, so only the left ...
- Mon Apr 14, 2025 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 14
- Views: 3170
Re: Asteroid Targetting
Ah yes, that would make a difference. :) My biggest ship flies 380-400 until the solar system edge (380 on the way out, 400 on the way in, with the usual "pull" from the closest planet) and can almost keep up with ammo production for that trip, but I have to throttle it outside the solar system.
I ...
I ...
- Mon Apr 14, 2025 6:40 am
- Forum: Not a bug
- Topic: [2.0.43] Odd rounding effects in assembly machine crafting speed display
- Replies: 2
- Views: 263
Re: [2.0.43] Odd rounding effects in assembly machine crafting speed display
Thanks for the reply!
Rounding 1.99999998 to a precision of 2 decimals for display would still end up with 2.0. So it seems to me that either no such rounding happens (just a simple truncation of the string), or the result here would be more like 2.3949999999 which seems surprisingly inaccurate?
Rounding 1.99999998 to a precision of 2 decimals for display would still end up with 2.0. So it seems to me that either no such rounding happens (just a simple truncation of the string), or the result here would be more like 2.3949999999 which seems surprisingly inaccurate?
- Mon Apr 14, 2025 6:37 am
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 14
- Views: 3170
Re: Asteroid Targetting
I spent a lot of time tweaking the mix of target priorities in my ship because it kept getting destroyed.^^
Out of curiosity, how fast do you fly through "outer space" (outside the solar system edge)? At speed 380 my ship sill gets destroyed, but with a bunch of careful tweaking I can manage speed ...
Out of curiosity, how fast do you fly through "outer space" (outside the solar system edge)? At speed 380 my ship sill gets destroyed, but with a bunch of careful tweaking I can manage speed ...
- Sun Apr 13, 2025 8:42 pm
- Forum: Not a bug
- Topic: [2.0.43] Odd rounding effects in assembly machine crafting speed display
- Replies: 2
- Views: 263
[2.0.43] Odd rounding effects in assembly machine crafting speed display
I have filled a cryogenic plant to the brim with legendary productivity module 3, and selected the promethium science pack as the recipe. I would expect that this results in an output of 2.4/s, as confirmed by FactorioLab , but instead I get:
04-13-2025, 22-41-24.png
The numbers for the input ...
04-13-2025, 22-41-24.png
The numbers for the input ...
- Sun Apr 13, 2025 8:37 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 14
- Views: 3170
Re: Asteroid Targetting
The filter isn't an ordered list of descending or ascending priority. It's just a filter.
Are you sure? The documentation surely makes it sound like targets will be considered in the order they are listed: "gives an explicit order". Otherwise, what difference would "target priority" even make ...
Are you sure? The documentation surely makes it sound like targets will be considered in the order they are listed: "gives an explicit order". Otherwise, what difference would "target priority" even make ...
- Sun Apr 13, 2025 6:26 pm
- Forum: Ideas and Suggestions
- Topic: Asteroid Targetting
- Replies: 14
- Views: 3170
Re: Asteroid Targetting
I strongly second this. I find it quite frustrating that I have to install ~3 times as many turrets on the ship as I should have to because they get constantly distracted by asteroids far away, rather than focusing on the nearby ones. Give that space it as a premium on a spaceship, this severely ...
- Thu Apr 10, 2025 4:00 pm
- Forum: Not a bug
- Topic: [2.0.42] Orbital drop pod countdown visualization inconsistent
- Replies: 9
- Views: 3619
Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
This is a mixed-resource ship following the usual "milk car" style of factorio space ships. If one item runs out, it goes back to the source planet to fill up. So it is completely normal that there's a ton of other items being carried back to the source and then to Nauvis again. Unlike in real-world ...
- Tue Apr 08, 2025 9:34 am
- Forum: Not a bug
- Topic: [2.0.42] Orbital drop pod countdown visualization inconsistent
- Replies: 9
- Views: 3619
Re: [2.0.42] Orbital drop pod countdown visualization inconsistent
I think I've also run into this with non-manual drops: I have my ship set up to request exactly 1k agricultural science (i.e. that's both the lower and upper limit). If the ship arrives at Gleba with 400 science packs in the inventory, it requests 1000 and moves 400 to the trash slots, but they don ...
- Mon Apr 07, 2025 2:16 pm
- Forum: Won't fix.
- Topic: [2.0.32] Space hub "status" tooltip does not update when station (un)docks
- Replies: 2
- Views: 284
Re: [2.0.32] Space hub "status" tooltip does not update when station (un)docks
FWIW this also affects other places in the UI that use this little light in the corner, e.g. the character inventory window: if I hover that light while being on a train that moves into a logistic network, it still says "not in range of a logistic network".
- Sun Apr 06, 2025 11:47 am
- Forum: Duplicates
- Topic: [2.0.43] Replacing a bulk/stack inserter with a fast inserter results in wrong shown stack size
- Replies: 2
- Views: 294
Re: [2.0.43] Replacing a bulk/stack inserter with a fast inserter results in wrong shown stack size
Ah, yes that seems similar -- I assume copy-paste and fast-replace work in similar ways (though they're not the same, I can copy-paste between long-handed and other inserters but unfortunately I cannot fast-replace).
- Sat Apr 05, 2025 4:40 pm
- Forum: Duplicates
- Topic: [2.0.43] Replacing a bulk/stack inserter with a fast inserter results in wrong shown stack size
- Replies: 2
- Views: 294
[2.0.43] Replacing a bulk/stack inserter with a fast inserter results in wrong shown stack size
To reproduce:
- place a stack or bulk inserter
- check "override stack size" and set it to the maximal value
- replace the stack/bulk inserter by a fast inserter
Result: The inserter does not actually pick up 4 items, so this seems to be just a UI glitch.
- place a stack or bulk inserter
- check "override stack size" and set it to the maximal value
- replace the stack/bulk inserter by a fast inserter
Result: The inserter does not actually pick up 4 items, so this seems to be just a UI glitch.
- Fri Apr 04, 2025 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Construction bots should follow logistic chest priority (space age version)
- Replies: 5
- Views: 611
Re: Construction bots should follow logistic chest priority (space age version)
If I could both "read contents" and "set request" on a landing pad, I could compute what part of the contents are trash and unload them. But unfortunately I have to pick between the two modes. Other entities support both reading from and feeding into the circuit network, e.g. for assemblers I can do ...
- Mon Mar 31, 2025 6:59 pm
- Forum: Ideas and Suggestions
- Topic: Construction bots should follow logistic chest priority (space age version)
- Replies: 5
- Views: 611
Re: Construction bots should follow logistic chest priority (space age version)
You could use a little circuit contraption to read the number of items in the logistics network, and only request more from space when you are running out of local supplies.
Hm, I guess that could work... though I feel like it really should not be needed.
EDIT: One problem though, since the ...
Hm, I guess that could work... though I feel like it really should not be needed.
EDIT: One problem though, since the ...
- Sun Mar 30, 2025 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Construction bots should follow logistic chest priority (space age version)
- Replies: 5
- Views: 611
Construction bots should follow logistic chest priority (space age version)
TL;DR
Construction bots should only pick up an item from a landing pad when it is not available anywhere else in the network. Today, without this, deconstructed buildings that are shipped in via spaceships slowly accumulate on the planet.
Why?
Logistic bots follow a clear priority when it ...
Construction bots should only pick up an item from a landing pad when it is not available anywhere else in the network. Today, without this, deconstructed buildings that are shipped in via spaceships slowly accumulate on the planet.
Why?
Logistic bots follow a clear priority when it ...
- Wed Mar 26, 2025 11:03 pm
- Forum: Pending
- Topic: [2.0.42] Spaceship speed does not match planet distance
- Replies: 1
- Views: 316
Re: [2.0.42] Spaceship speed does not match planet distance
Strangely I cannot reproduce this any more, even though I am fairly sure I have seen this multiple times... but when I try it now, with the latest version, the times do line up.
So, I guess this is fixed, or maybe I just screwed up my measurements. Sorry for the noise.
So, I guess this is fixed, or maybe I just screwed up my measurements. Sorry for the noise.
- Wed Mar 26, 2025 8:46 am
- Forum: Pending
- Topic: [2.0.42] Spaceship speed does not match planet distance
- Replies: 1
- Views: 316
[2.0.42] Spaceship speed does not match planet distance
I have a ship that does the trip from Nauvis to Gleba in around 40s. Given the documented distance of 15000 km, that is around 375 km/s. However, my ship never reaches speeds above 300, the average speed is around 250. Somehow it seems like the distance shown in the wiki and space map does not match ...