Search found 960 matches

by Nova
Sun Apr 27, 2025 1:28 am
Forum: Gameplay Help
Topic: Weird problems with EM plant green circuit build
Replies: 7
Views: 606

Re: Weird problems with EM plant green circuit build

You can do something like this, removing all splitters and using the top two EM plants as a "gap filler" by having separate belts to sideload unto the main belts.
04-27-2025, 03-25-45.png
0eNrtXNtu2zgQ/Rc92wXvl/xKEBS2ow2EOrJXlrsbFP73pe0mUR3SmTl8aIE1UCB1ZJ1DDuemmVF+NMv1vt0OXT82dz+abrXpd83d ...
by Nova
Wed Apr 23, 2025 7:55 am
Forum: Won't implement
Topic: Let roboports have a shorter logistics_connection_distance than logistics_radius
Replies: 3
Views: 476

Re: Let roboports have a shorter logistics_connection_distance than logistics_radius

You could try to prevent placing the same building too close to the same type. Not exactly sure how to do that, but either it is already possible within the game, or you have to manually program that with a lua script so that each time the player tries to prevent primitive_roboport, the game ...
by Nova
Tue Apr 15, 2025 6:42 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.45] Blueprint parameter variables show error despite working
Replies: 8
Views: 3565

[Kovarex] [2.0.45] Blueprint parameter variables show error despite working

Create a blueprint with a parameter, for example a requester chest requesting a parameter 0 with amount 1. Set the blueprint parameter for the value 1 to a formula, for example p0_r*10+1.
Blueprint for that: 0eNp1kd1ugzAMhd ...
by Nova
Fri Nov 29, 2024 9:35 am
Forum: Duplicates
Topic: [2.0.23] Automatic artillery overkilling nests, wasting ammo
Replies: 2
Views: 452

Re: [2.0.23] Automatic artillery overkilling nests, wasting ammo

The overkill calculation has a 5% tolerance for spawners - as long as your artillery doesn't do 5 or more percent damage more than the spawner has health, the artillery will fire twice to make sure it's dead, even if it regenerates a bit of health while the shots are flying.
Maybe overkill tolerance ...
by Nova
Thu Nov 21, 2024 12:43 pm
Forum: Balancing
Topic: Restarting nutrients supply is a pain in the ass
Replies: 15
Views: 3100

Re: Restarting nutrients supply is a pain in the ass

Do you know you can put efficiency modules in biochambers to reduce the need for nutrient to 20%?
by Nova
Fri Nov 08, 2024 11:59 am
Forum: Balancing
Topic: Isn't mining in earth orbit too OP?
Replies: 18
Views: 5821

Re: Isn't mining in earth orbit too OP?

While yes, the resources are infinite, actually getting them in big enough numbers sounds like so much more work than just mining them on Nauvis, or extracting from the lava on Vulcanus. You need quite a bunch of rockets to get enough material in orbit to start refining getting iron plates in ...
by Nova
Thu Nov 07, 2024 6:16 pm
Forum: Balancing
Topic: Shouldn't Piercing shotgun shells get a buff too?
Replies: 10
Views: 1837

Re: Shouldn't Piercing shotgun shells get a buff too?

I just tested the combat shotgun with piercing ammo against the submachine gun with uranium ammo. Full projectile attack speed research and level 7 on damage. Damage of the shotgun was slightly higher, but not enough higher to compensate the much harder way of fighting - for the submachine gun you ...
by Nova
Sun Nov 03, 2024 2:22 am
Forum: Not a bug
Topic: [2.0.14] Artillery overkills biter nests
Replies: 6
Views: 2145

Re: [2.0.14] Artillery overkills biter nests

Thanks for the info. Did already think about some kind of "prediction tolerance", but couldn't find anything about that.
The overkill fractorio fraction would explain that: 5% less of the assumed damage of the shell is 1843.3 -5% = 1751, which is slightly less than my tested threshold of 1754.

Now ...
by Nova
Sun Nov 03, 2024 1:50 am
Forum: Not a bug
Topic: [2.0.14] Artillery overkills biter nests
Replies: 6
Views: 2145

[2.0.14] Artillery overkills biter nests

My artillery turrets shoot two times at biter nests despite one shot already killing them.
Current evolution is around 0.7 on Nauvis, shells do 1000 explosion and 1000 physical damage, nests have around 1780 health, 5 explosion resistance and 2/15% physical resistance - therefore should (and do) die ...
by Nova
Mon Oct 28, 2024 1:45 am
Forum: Not a bug
Topic: [2.0.10] Space platform deletion
Replies: 12
Views: 3138

Re: [2.0.10] Space platform deletion

Jan5366x wrote: Fri Oct 25, 2024 11:28 pm The player is back online, he says the button is not there, do this feature has a timer or something? If yes this could be extended as well to be more multiplayer friendly where the server continues to run
Yes, there is a time limit. Not exactly sure how long, I think I've heard 10 minutes.
by Nova
Sun Oct 27, 2024 12:07 am
Forum: Gameplay Help
Topic: How to dicover the whole map ?
Replies: 5
Views: 4131

Re: How to dicover the whole map ?

Satellites never revealed the whole map, even before 2.0.
You can't even really reveal the whole map, as (with default settings) the Factorio map is nearly infinite. There are console commands that force the game to reveal a part of it, but "the whole map" would take years.
See the wiki for the ...
by Nova
Mon Oct 21, 2024 9:55 pm
Forum: General discussion
Topic: Great update but can't use mods
Replies: 6
Views: 1154

Re: Great update but can't use mods

What exactly is forcing you? You can still play Factorio with mods, I'm doing it right now.
by Nova
Sun Oct 20, 2024 2:19 pm
Forum: Spread the Word
Topic: Factorio: Space Age - Trailer at 60fps uses 30fps footage with frame duplication, causing motion sickness
Replies: 1
Views: 1361

Re: Factorio: Space Age - Trailer at 60fps uses 30fps footage with frame duplication, causing motion sickness

Yeah, the quality of the trailer wasn't good. The constant movement made it hard to actually see stuff, but didn't know why exactly. 30 fps would explain that.
by Nova
Tue Oct 15, 2024 7:00 am
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 320
Views: 74171

Re: Friday Facts #430 - Drowning in Fluids

3-Valdion wrote: Tue Oct 15, 2024 3:39 amSometimes, you really just want to make a stupidly long pipeline and don't care AT ALL about its throughput. Like when Dosh went to the edge of the world and had the flamethrowers fed by super long pipelines, that would be now broken.
No, Dosh did use pumps there.
by Nova
Fri Sep 20, 2024 3:50 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 57165

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

Very nice, I like the new enemy.

Some small point of criticism: it looks a bit weird how the demolisher can make buildings explode just with the faintest touch. Maybe change the hitbox to make it a bit smaller, so the worm has to crawl a bit deeper into a building before it explodes.
If you want to ...
by Nova
Wed Jun 19, 2024 3:11 am
Forum: Show your Creations
Topic: Sushi laboratories without combinators, splitters and inserters
Replies: 8
Views: 2548

Re: Sushi laboratories without combinators, splitters and inserters

Your image doesn't load for everyone else because it's linked as localhost, not on a public server. You can upload pictures on the forum by just dragging them into the input field.
by Nova
Fri Mar 08, 2024 3:44 pm
Forum: News
Topic: Friday Facts #401 - New terrain, new planet
Replies: 105
Views: 41822

Re: Friday Facts #401 - New terrain, new planet

Quote FFF: "There are some more minor things to do a bit later, like more patchy forest edges, but that's not a significant change to gameplay."
Maybe not very important to the gameplay, but very important for the looks. :D


Any chance for a revamp of the design of cliffs itself? To be honest, I ...
by Nova
Fri Feb 16, 2024 10:18 pm
Forum: News
Topic: Friday Facts #396 - Sound improvements in 2.0
Replies: 98
Views: 27530

Re: Friday Facts #396 - Sound improvements in 2.0

I assume this will also be improved with the stuff mentioned under Sound aggregation, BattleFluffy.
by Nova
Sat Oct 14, 2023 2:09 am
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 59051

Re: Friday Facts #380 - Remote view

Personally I always had problems with really seeing what ghosts where placed, or making out a blueprint in the middle of the base. Currently I have no problem with the new ghost look, looks fine for me.
More remote capabilities are very nice, I always disliked how I could not do everything per map ...

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