Search found 73 matches
- Tue Mar 25, 2025 2:38 pm
- Forum: Assigned
- Topic: [StrangePan][2.0.14] Biters drop aggro against coastlines
- Replies: 4
- Views: 394
Re: [StrangePan][2.0.14] Biters drop aggro against coastlines
Maybe they could search for a nearby reachable spot and try to attack anyway, if they would otherwise give up? I don't know what the exact melee range of biters is, but spitters can certainly still attack in this situation.
- Sun Mar 23, 2025 2:36 pm
- Forum: Gameplay Help
- Topic: Late game: getting materials to rockets
- Replies: 3
- Views: 271
Re: Late game: getting materials to rockets
I considered putting individual rockets near my manufacturing, but since rockets are loaded by bot, there's no guarantee that the material I drop into chests (green) next to the rockets will be loaded into those rockets.
That is a problem with bots, but you do not have to load rockets only by ...
- Wed Mar 19, 2025 2:43 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 954
Re: Arc furnace VS blast furnace
Even ignoring the power of Productivity Modules, if you put two Efficiency Module 1 or Efficiency Module 2 in an electric furnace, then it consumes less power and produces less pollution than a steel furnace. So, it seems like it should make sense to switch to electric furnaces as soon as you have ...
- Mon Mar 17, 2025 11:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.39] fulgora lightning visual artifact
- Replies: 4
- Views: 1912
Re: [StrangePan][2.0.39] fulgora lightning visual artifact
I'm newly getting the same problem with Factorio 2.0.41 on MacBook Pro M4 Max, Sequoia 15.3.2. My atlas texture size setting is 4096 and sprite resolution is High.
- Sat Mar 15, 2025 5:03 pm
- Forum: Technical Help
- Topic: Elevated Rails
- Replies: 4
- Views: 519
Re: Elevated Rails
I'd got the impression that it was a mod for the normal one somehow.
It is a mod — a mod which you get access to by buying the Space Age expansion. There are 3 mods in the expansion:
Elevated Rails
Quality
Space Age (requires Elevated Rails and Quality)
After the purchase, you can ...
- Fri Mar 14, 2025 3:55 pm
- Forum: Gameplay Help
- Topic: Deadlock. Why?
- Replies: 5
- Views: 514
Re: Deadlock. Why?
As already mentioned, you should make sure there are chain signals on the curved tracks that cross the vertical tracks, so that the vertical tracks are all separate blocks from each other. That will allow your trains to proceed. However, there is another principle to consider:
trains-anno-crop.jpg ...
trains-anno-crop.jpg ...
- Sun Mar 02, 2025 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Display Aquilo heating value in tooltips
- Replies: 10
- Views: 2448
Re: Display Aquilo heating value in tooltips
I would like to see this too. When I started playing on Aquilo, I unconsciously assumed that the way that it worked was “buildings must occupy at least one tile that is heated ” — that's all the game shows you — and it did not occur to me at all that the buildings on those tiles might affect how ...
- Sun Feb 02, 2025 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 750
Re: Removal of the "Use filter" checkbox
Another possibility would be to keep the checkbox, but make clicking on the filter slots automatically check the box.
- Wed Jan 22, 2025 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 1896
Re: Automated landfill should be optional
I would like this as an option, and I would also like an option to turn off automatically destroying cliffs in the same circumstances (when using them as walls on Nauvis, or for aesthetics).
- Mon Jan 20, 2025 5:46 pm
- Forum: Gameplay Help
- Topic: shift click equip armor [strike]makes the next item in inventory disappear[/strike] sends items trash?
- Replies: 1
- Views: 268
Re: shift click equip armor [strike]makes the next item in inventory disappear[/strike] sends items trash?
I can reproduce this (version 2.0.28). It seems to happen only with armor types that provide an inventory bonus (mech armor, modular armor), and not with ones that don’t (light armor, heavy armor).
This should become a bug report.
This should become a bug report.
- Sat Jan 18, 2025 3:36 pm
- Forum: Gameplay Help
- Topic: Remote restart of Gleba?
- Replies: 7
- Views: 837
Re: Remote restart of Gleba?
I recently broke Gleba by accidentally sending all my yumako seeds to overgrowth soil. It would have been fixable remotely if I had had a chest of spare seeds to release. I had solar power, and bootstrap nutrient production, but the nutrient supply couldn’t keep up with the whole base’s demands, so ...
- Wed Jan 15, 2025 2:25 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 91
- Views: 135189
Re: Space Platform 101 Discussion
...but, I've built a rocket - it's sitting in my silo on Nauvis, with a starter pack in it, waiting to go to Gleba.
When you choose a planet in the “New space platform” dialog, you’re choosing which planet its starter pack will be launched from. You can’t build a new platform by launching a ...
- Sun Dec 08, 2024 7:39 pm
- Forum: Balancing
- Topic: Railguns were a disappointment
- Replies: 12
- Views: 2009
Re: Railguns were a disappointment
I felt a little let down too when I got the railgun and ran around Vulcanus clearing out every demolisher. I don't think the problem is necessarily that the end game weapon is OP; rather, for me, there isn't enough motivation to expand on Vulcanus and run up against space limits that make finally ...
- Fri Dec 06, 2024 8:40 pm
- Forum: Gameplay Help
- Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
- Replies: 8
- Views: 1748
Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
If there is a machine that does not allow rhe placement of spoilage into a trash slot where another inserter can remove it, that might be a bug.
Just to confirm that spoilage insertion is possible, I built a test scenario (in version 2.0.23) that makes this happen 100% of the time:
Screenshot ...
- Tue Dec 03, 2024 4:39 pm
- Forum: Ideas and Suggestions
- Topic: Add an alert for blocked undergrounds
- Replies: 8
- Views: 699
Re: Add an alert for blocked undergrounds
+1 I've broken my space platforms this way a couple times even after learning the rule. "Oh I can just trim off this unused platform... whoops my asteroid chunks aren't flowing."
- Sun Nov 24, 2024 7:06 am
- Forum: Gameplay Help
- Topic: Signals & On-demand cargo transit on Fulgora
- Replies: 2
- Views: 503
Re: Signals & On-demand cargo transit on Fulgora
Yes; all radars function as a single circuit network per planet. So, as long as you only need one, you can send signals between islands. (I haven't tried this myself, just read it in FFF and the wiki.)
- Sat Nov 23, 2024 4:00 am
- Forum: Ideas and Suggestions
- Topic: Link from Factoriopedia to production statistics and logistic network contents
- Replies: 0
- Views: 115
Link from Factoriopedia to production statistics and logistic network contents
What?
On the Factoriopedia pages for items, add buttons which would let you jump to the production statistics view, or the logistic network contents view, filtered to that item.
Why?
Being able to alt-left-click any item to see info about it is enormously convenient. Let’s make the alt-left ...
On the Factoriopedia pages for items, add buttons which would let you jump to the production statistics view, or the logistic network contents view, filtered to that item.
Why?
Being able to alt-left-click any item to see info about it is enormously convenient. Let’s make the alt-left ...
- Fri Nov 22, 2024 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Throwing rate for capsules should be added along with infinite health research
- Replies: 3
- Views: 365
Re: Throwing rate for capsules should be added along with infinite health research
I’ve thought of having a throwing rate boost too, but I was imagining it being a piece of grid equipment instead of research. Perhaps both could exist, just like we have walking speed bonuses from both built surfaces and exoskeleton equipment.
- Wed Nov 20, 2024 6:37 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 698257
Re: Simple Questions and Short Answers
The problems with blueprinting train loading and rails occur because rails exist on a 2×2 grid, but train cars are spaced at 7 tiles (6 tiles for the car and 1 space between cars). Here are some ways to avoid getting stuck on the wrong grid spacing:
Select only the stuff on one side of the rails ...
Select only the stuff on one side of the rails ...
- Tue Nov 19, 2024 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Use logistic group multiplier when auto-configuring a requester chest
- Replies: 8
- Views: 738
Use logistic group multiplier when auto-configuring a requester chest
Summary
When pasting settings to a requester chest, the game should use the new logistic request multiplier feature instead of putting a “hardcoded” multiplier on all the ingredients individually, so the player can easily adjust the multiplier down or up.
What?
Currently, when you copy ...
When pasting settings to a requester chest, the game should use the new logistic request multiplier feature instead of putting a “hardcoded” multiplier on all the ingredients individually, so the player can easily adjust the multiplier down or up.
What?
Currently, when you copy ...