Search found 376 matches

by RocketManChronicles
Mon Jun 22, 2026 5:27 pm
Forum: Ideas and Suggestions
Topic: Adjustable Day/Night Cycle Option
Replies: 1
Views: 126

Adjustable Day/Night Cycle Option

TL;DR: I would love adjustable day/night cycles for each planet.

The long read....
I love dealing with tougher challenges in this game. One mod I used a lot in 1.1 and earlier was adjusting the day/night cycle on Nauvis to make both days and nights longer. Longer nights stacked with other mods thst ...
by RocketManChronicles
Sat Jun 13, 2026 5:09 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 377
Views: 42042

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


How will the change make the game more fun for you?


It already is fun. I did and do not do the "Space Casino," so I am not reliant on it. This game requires puzzle solving and mathematics to push production and efficiency. Getting Legendary items easily is not part of the plan. I also play this ...
by RocketManChronicles
Fri Jun 12, 2026 12:32 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 377
Views: 42042

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Getting rid of the "Space Casino" is the best thing to see here. I always viewed it as a cheaty exploit and refused to ever do it.

The increase of quality trains is a welcome addition.

But man, I am still waiting to see graphical improvements for the Assembling Machines and the Refinery....

I ...
by RocketManChronicles
Sun Jun 07, 2026 1:22 am
Forum: Not a bug
Topic: [2.0.77] "Train Cannot Find Path" Warning Still Visible
Replies: 2
Views: 142

Re: [2.0.77] "Train Cannot Find Path" Warning Still Visible

Silari wrote: Sun Jun 07, 2026 1:13 am Looks like you have it pinned on the right there - alerts you pin won't go away.
I did not realize that was a thing! Thanks.
by RocketManChronicles
Sun Jun 07, 2026 1:19 am
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 20811

Re: Friday Facts #441 - Space logistics improvements



So there won't be planet backgrounds for space platforms? Ooh, this question is pretty relevant with platform transfers in action. Ships will obviously be able to transfer items while in orbit, but how will we know the ship is in orbit? The visible planets mod is going to be pretty mandatory so ...
by RocketManChronicles
Sun Jun 07, 2026 1:08 am
Forum: Not a bug
Topic: [2.0.77] "Train Cannot Find Path" Warning Still Visible
Replies: 2
Views: 142

[2.0.77] "Train Cannot Find Path" Warning Still Visible

I had a train stuck due to the rails being destroyed down the line. To be specific, it was two rails on the ground and a rail ramp (going from elevated to ground); if that at all means anything. The train resumed its orders once the repairs were made, as expected.
Image
by RocketManChronicles
Fri Jun 05, 2026 12:29 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 20811

Re: Friday Facts #441 - Space logistics improvements

mikiqex wrote: Fri Jun 05, 2026 12:23 pm I'm not sure about the launching rocket's shadow in the animation - firstly, it appears also during the night, and secondly, there is no space for shadows during rocket launch :-)
There have always been shadows at night. Just look at your factory/elevated rails/structures.
by RocketManChronicles
Fri Jun 05, 2026 12:26 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 20811

Re: Friday Facts #441 - Space logistics improvements

Dimava wrote: Fri Jun 05, 2026 11:51 am Now I see diagonal rocket nozzles and can't unsee it :cry:

06-05-2026, 14-48-12.png
These have always been there since the beginning.... you ok?
by RocketManChronicles
Fri May 08, 2026 11:54 pm
Forum: Minor issues
Topic: [2.0.76] Elevated Rail Shadows
Replies: 3
Views: 377

Re: [2.0.76] Elevated Rail Shadows


Thanks for the report however I don't believe we will be doing anything about this. This is yet another case of trying to fake 3D in a 2D game that just doesn't quite work right.


Thinking about this further after a couple days; what about having the shadow 'fade' along the ramp? Normal shade at ...
by RocketManChronicles
Thu May 07, 2026 1:55 am
Forum: Minor issues
Topic: [2.0.76] Elevated Rail Shadows
Replies: 3
Views: 377

Re: [2.0.76] Elevated Rail Shadows

Yeah, I can understand that with this rail ramp. I know that you cast a shadow over the "lower" part of it but have no way of preventing that on the "upper" part of it. Just wanted to point it out just in case. :)
by RocketManChronicles
Wed May 06, 2026 11:41 pm
Forum: Minor issues
Topic: [2.0.76] Elevated Rail Shadows
Replies: 3
Views: 377

[2.0.76] Elevated Rail Shadows

What can be seen in the attached screenshot is that the elevated rails to the left are casting shadows onto the rail ramp to the right and not on the elevated curved rails. The break in shadows is clearly along the line of those two entities.
Image
by RocketManChronicles
Wed Jan 29, 2025 2:27 am
Forum: Not a bug
Topic: [2.0.33] Artillery Wagon Capacity 1
Replies: 5
Views: 1075

Re: [2.0.33] Artillery Wagon Capacity 1

Rseding91 wrote: Wed Jan 29, 2025 2:23 am
RocketManChronicles wrote: Wed Jan 29, 2025 1:37 am Does this mean 100 legendary (or any quality) shells can stack in that slot?
Yes
Ok, so this works differently than what was in pre-2.0, whereas we had wagons with 100 slots. I just need to design my loading mechanisms to match how this works. Thank you.
by RocketManChronicles
Wed Jan 29, 2025 1:37 am
Forum: Not a bug
Topic: [2.0.33] Artillery Wagon Capacity 1
Replies: 5
Views: 1075

Re: [2.0.33] Artillery Wagon Capacity 1

Does this mean 100 legendary (or any quality) shells can stack in that slot?
by RocketManChronicles
Wed Jan 29, 2025 1:31 am
Forum: Not a bug
Topic: [2.0.33] Artillery Wagon Capacity 1
Replies: 5
Views: 1075

[2.0.33] Artillery Wagon Capacity 1

The artillery Wagons can only carry one single artillery round. Unless I am missing something?
20250128202529_1.jpg
20250128202529_1.jpg (623.48 KiB) Viewed 1075 times
by RocketManChronicles
Fri Nov 22, 2024 7:53 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 109
Views: 80128

Re: Friday Facts #438 - Space Age wrap up

Thank you for this game!

As a player that had 20,000+ hours in 1.1 and earlier (many modded and vanilla playthroughs), Space Age will keep me going towards 50,000+! You are the best game devs I have come across and certainly would have happily paid $60+ for each Factorio and Factorio: Space Age ...
by RocketManChronicles
Fri Nov 01, 2024 3:18 pm
Forum: Not a bug
Topic: [2.0.13] Inserter enable circuit condition not recognizing signal input
Replies: 2
Views: 1226

Re: [2.0.13] Inserter Enable Circuit Condition Not Recognizing Signal Input

Yes, the signal is coming from a chest.

But I do see what you are referring to. SO, it means I had the entity selected and not the capsule.... got it.
11-01-2024, 11-20-26.png
11-01-2024, 11-20-26.png (286.15 KiB) Viewed 1152 times
by RocketManChronicles
Fri Nov 01, 2024 10:26 am
Forum: Not a bug
Topic: [2.0.13] Inserter enable circuit condition not recognizing signal input
Replies: 2
Views: 1226

[2.0.13] Inserter enable circuit condition not recognizing signal input

This inserter is only supposed to be active when there are less than 400 Destroyer Capsules, the signal coming in is showing 1200, and the inserter is not disabled.
11-01-2024, 06-24-42.png
11-01-2024, 06-24-42.png (244.67 KiB) Viewed 1226 times
by RocketManChronicles
Wed Oct 30, 2024 2:30 am
Forum: Duplicates
Topic: [2.0.11] No Quality for Red Circuit Making Electromagnetic Plant
Replies: 3
Views: 1592

Re: [2.0.11] No Quality for Red Circuit Making Electromagnetic Plant

Rseding91 wrote: Tue Oct 29, 2024 12:44 am Speed modules decrease quality.
Ok, I understand now. Thank you.
by RocketManChronicles
Tue Oct 29, 2024 12:41 am
Forum: Duplicates
Topic: [2.0.11] No Quality for Red Circuit Making Electromagnetic Plant
Replies: 3
Views: 1592

[2.0.11] No Quality for Red Circuit Making Electromagnetic Plant

The tool tip window is showing zero Quality improvement unlike the Blue Circuit making Electromagnetic Plant below it.
10-28-2024, 20-39-04.png
10-28-2024, 20-39-04.png (2.44 MiB) Viewed 1592 times
10-28-2024, 20-39-53.png
10-28-2024, 20-39-53.png (2.58 MiB) Viewed 1592 times

Also, how are 5 Quality Module 2's only adding up to 2.2% if each are 2%?
by RocketManChronicles
Fri Oct 18, 2024 11:42 am
Forum: News
Topic: Friday Facts #433 - Liftoff Initiated
Replies: 140
Views: 72163

Re: Friday Facts #433 - Liftoff Initiated

I love all of this expansion; so much to look forward to! But....

One thing I am so disappointed on.... the Assembling Machine. Not only does it not get a graphics update, but it also got zero love through 4 more years of development. This one machine that is so numerous in factories looks so out ...

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