Search found 625 matches
- Mon Feb 03, 2025 11:21 am
- Forum: Outdated/Not implemented
- Topic: Can you start fixing 2.0? Atleast the obvios things?
- Replies: 12
- Views: 304
Re: Can you start fixing 2.0? Atleast the obvios things?
First...
thanks for all tips.
I have nearly 3000h on factorio, i know how blueprints work and so on...
OK, I'm surprised to hear this, given what I see in the screen shot, but at this point I will take your word for it.
One pointer, though: I don't claim to know how the Wube guys react to ...
- Mon Feb 03, 2025 11:02 am
- Forum: Outdated/Not implemented
- Topic: Can you start fixing 2.0? Atleast the obvios things?
- Replies: 12
- Views: 304
Re: Can you start fixing 2.0? Atleast the obvios things?
Specifically for your case, based on what I see in your screen shot, you currently have:
4 books
1 deconstruction planner
3 upgrade planners
1 yellow planner-thing, not sure what it is
You can start by putting all your upgrade planners into a blueprint book. Then you can cycle through it ...
4 books
1 deconstruction planner
3 upgrade planners
1 yellow planner-thing, not sure what it is
You can start by putting all your upgrade planners into a blueprint book. Then you can cycle through it ...
- Mon Feb 03, 2025 10:48 am
- Forum: Outdated/Not implemented
- Topic: Can you start fixing 2.0? Atleast the obvios things?
- Replies: 12
- Views: 304
Re: Can you start fixing 2.0? Atleast the obvios things?
Also guys
im not only talking abopuzt blueprints.
I mean all of those s***s... like deconstruiction, upgrade planner all of those things.
They're all fundamentally the same thing. They can all go in blueprint books. They can all go in the Blueprint Library.
I don't understand why you're ...
- Sun Feb 02, 2025 12:55 pm
- Forum: Outdated/Not implemented
- Topic: Can you start fixing 2.0? Atleast the obvios things?
- Replies: 12
- Views: 304
Re: Can you start fixing 2.0? Atleast the obvios things?
1.) blueprints (upgrade planner i mean everything like this) are lightweight, they should never intervene with going to space, i hate you for this really
2.) please why are blueprints (upgrade planner i mean everything like this) not just like links, why are these physical items? I hate you for ...
- Wed Jan 29, 2025 3:19 pm
- Forum: Balancing
- Topic: Either revert, or even further increase the cost of mining productivity
- Replies: 5
- Views: 379
Re: Revert/increase cost of mining productivity
If your mines run out, you have to go back and set up new mines. And this is something that isn't super easy to do remotely, though it is possible. Especially if it's your first playthrough, you might not have set up a tank for remote construction before leaving Nauvis (or other planets).
So while ...
So while ...
- Wed Jan 29, 2025 8:39 am
- Forum: Balancing
- Topic: Quality module 1 could use a buff
- Replies: 2
- Views: 190
Re: Quality module 1 could use a buff
Probably not in miners, efficiency modules are much better there.
Why? There are three slots, so you can put in 3 quality module 1s and get 3% higher quality ore.
The base ingredients for a rocket launcher are just iron and copper.
So sticking quality in your iron and copper miners will get ...
- Wed Jan 29, 2025 8:33 am
- Forum: Ideas and Suggestions
- Topic: Factory information is off screen.
- Replies: 7
- Views: 420
Re: Factory information is off screen.
Uncheck this:
- Mon Jan 27, 2025 7:44 pm
- Forum: Not a bug
- Topic: [2.0.15] Pinning crude oil fields on the map is unreadable
- Replies: 2
- Views: 230
Re: [2.0.15] Pinning crude oil fields on the map is unreadable
Certainly it's not a bug.
But given that the pin automatically has an icon of the resource type at the start, the description is practically superfluous.
So it might make sense to put the number right after the icon, and then after that, the description:
icon 2.7M Coal
icon 1.1M Stone
icon 3.5M ...
But given that the pin automatically has an icon of the resource type at the start, the description is practically superfluous.
So it might make sense to put the number right after the icon, and then after that, the description:
icon 2.7M Coal
icon 1.1M Stone
icon 3.5M ...
- Mon Jan 27, 2025 7:41 pm
- Forum: Gameplay Help
- Topic: How do I download partial stacks?
- Replies: 4
- Views: 215
Re: How do I download partial stacks?
"Download"?
- Sat Jan 25, 2025 3:42 pm
- Forum: Ideas and Suggestions
- Topic: Space logistics are horrible...
- Replies: 2
- Views: 172
Re: Space logistics are horrible...
If you could add "any planet" as a source for a space platform item, then what would happen if a planet were also requesting the same item?Factoruser wrote: Sat Jan 25, 2025 2:01 pm - Add "any planet" as (default) request source, e.g. for ammunition or building material.
- Fri Jan 24, 2025 12:38 pm
- Forum: Not a bug
- Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
- Replies: 5
- Views: 244
Re: [2.0.32] Can't find artillery turret through remote view search on Gleba
I don't think those are on the list of searchable items:
So each planet has its own searchable list of items and Artillery turret is not part of that list on Gleba. Otherwise its bug.
One additional category is resource search, covered here:
https://factorio.com/blog/post/fff-426 ...
- Fri Jan 24, 2025 11:48 am
- Forum: Not a bug
- Topic: [2.0.32] Can't find artillery turret through remote view search on Gleba
- Replies: 5
- Views: 244
Re: [2.0.32] Can't find artillery turret through remote view search on Gleba
I don't think those are on the list of searchable items:
https://factorio.com/blog/post/fff-400
We were not sure about what exactly should be searchable, so we just started from the most obvious, the production search.
Other searchable stuff
After the production search, we added a few things ...
https://factorio.com/blog/post/fff-400
We were not sure about what exactly should be searchable, so we just started from the most obvious, the production search.
Other searchable stuff
After the production search, we added a few things ...
- Mon Jan 20, 2025 8:50 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1949
- Views: 643018
Re: Simple Questions and Short Answers
I just want that the returning rocket to Nauvis starts only when its full, actually it starts every time it gets some resources when I activate 'unload'.
What do i have to change?
FYI: I dont want to produce space science there but i just want to know it in general, my first steps in space ...
- Sat Jan 18, 2025 6:08 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 644
Re: Liquid voiding on automatic recipe change
It would notify the player of an error in their setup. Also doing rate calculations when fluids are randomly voided for no apparent reason would be impossible, which defeats the purpose of the game.
Compare with the error message and sound you get when you try to place a pipe that would mix ...
- Fri Jan 17, 2025 5:37 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 644
Re: Liquid voiding on automatic recipe change
So currently if a recipe with fluid is changed, the fluid is ejected back out the way it came in.
If that's not possible, then the fluid is voided.
The suggestion is instead to deadlock the machine if the fluid can't be ejected.
I have two questions:
- If the machine is deadlocked, then how ...
If that's not possible, then the fluid is voided.
The suggestion is instead to deadlock the machine if the fluid can't be ejected.
I have two questions:
- If the machine is deadlocked, then how ...
- Mon Jan 13, 2025 8:26 am
- Forum: Balancing
- Topic: Increase Gleba seed production chance
- Replies: 74
- Views: 20943
Re: Increase Gleba seed production chance
But you don't need Spoilage to make more Nutrients. You make nutrients from Yumako mash, which is by itself gives you more seeds (when produced in Biochamber) than you need to sustain itself. Spoilage to Nutrients recipy is just a backup for when factory goes completly dead and you have to restart ...
- Sun Jan 12, 2025 12:51 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1949
- Views: 643018
Re: Simple Questions and Short Answers
Is there a way to manually offload something when you have a landing pad and requests?
Surely this can't be a thing. I stick items in the orbital drop slots manually, don't care where they go as long as they go to the surface, and nothing happens. It is misc stuff, making a request for each would ...
- Fri Jan 10, 2025 1:36 pm
- Forum: Not a bug
- Topic: [2.0.28] Bots only partially satisfy silo requests, meaning the rockets never launch
- Replies: 5
- Views: 313
Re: [2.0.28] Bots only partially satisfy silo requests, meaning the rockets never launch
I think he means insufficient. Too many robots, not enough places to charge, so most of them are stuck waiting to charge.
- Thu Jan 09, 2025 7:28 am
- Forum: Gameplay Help
- Topic: Cannot find biter nests
- Replies: 9
- Views: 650
Re: Cannot find biter nests
Are you using any mods?
- Wed Jan 08, 2025 8:50 am
- Forum: Ideas and Suggestions
- Topic: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
- Replies: 61
- Views: 3451
Re: The Train System Lacks Proper System Feedback – Leading to Ongoing Frustration
I'm surprised you'd say that LTN does it right and vanilla Factorio does it wrong.
I like LTN, but one terrible OOTB setting it has is to assume a train is "lost" after a certain amount of time with no delivery. That's how you end up with mixed belts.
In vanilla Factorio you just use Empty cargo ...
I like LTN, but one terrible OOTB setting it has is to assume a train is "lost" after a certain amount of time with no delivery. That's how you end up with mixed belts.
In vanilla Factorio you just use Empty cargo ...