That's known and is "Not a bug"
You can't build into areas that are not explored. I think that's a performance thing.
viewtopic.php?t=126825
Search found 258 matches
- Sat Mar 22, 2025 12:03 pm
- Forum: Duplicates
- Topic: [2.0.42] Problem when building a large platform using a blueprint
- Replies: 2
- Views: 86
- Fri Mar 21, 2025 10:25 pm
- Forum: Gameplay Help
- Topic: Bulk Inserters only grabbing one item (no override)
- Replies: 2
- Views: 142
Re: Bulk Inserters only grabbing one item (no override)
Asteroid chunks have a stack size of 1.
You can never grab more of them
You can never grab more of them
- Wed Mar 19, 2025 12:59 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 902
Re: Arc furnace VS blast furnace
If this is not a mod thing then maybe a translation problem?
The 3 furnaces are Stone, Steel and Electric
Check the link below to check their stats.
https://wiki.factorio.com/Electric_furnace
Are you talking about these?
The 3 furnaces are Stone, Steel and Electric
Check the link below to check their stats.
https://wiki.factorio.com/Electric_furnace
Are you talking about these?
- Thu Feb 13, 2025 2:38 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 1722
Re: Possible yumako tree seed rate issue
You need to use a bio chamber.
This will give you 50% productivity bonus and your problem will disappear.
This will give you 50% productivity bonus and your problem will disappear.
- Wed Jan 29, 2025 12:38 pm
- Forum: Gameplay Help
- Topic: [SA] Megabasing on Vulcanus
- Replies: 4
- Views: 1390
Re: [SA] Megabasing on Vulcanus
I'm far from megabasing currently but I have moved most of my production to vulcanus already. And thought about it too.
Biolab can only be built on Nauvis so Science consumption stays there.
Each cell could have its own rocket silos for outbound traffic. But then you need to rail in the 3 rocket ...
Biolab can only be built on Nauvis so Science consumption stays there.
Each cell could have its own rocket silos for outbound traffic. But then you need to rail in the 3 rocket ...
- Sat Jan 25, 2025 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 475
- Wed Dec 04, 2024 3:36 pm
- Forum: Ideas and Suggestions
- Topic: You die when a rocket lands on you
- Replies: 27
- Views: 2050
Re: You die when a rocket lands on you
I died recently exactly because of this. Landed on Fulguro - got killed by my supplies.
No big deal. You respawn exactly where you died 10 seconds later.
Loosing my cargo would have been very bad...
Suggestion. The spot where a pod lands should be marked with an red X.
Gives the player time to ...
No big deal. You respawn exactly where you died 10 seconds later.
Loosing my cargo would have been very bad...
Suggestion. The spot where a pod lands should be marked with an red X.
Gives the player time to ...
- Thu Nov 28, 2024 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.21] Death message is broken with blank player name
- Replies: 3
- Views: 887
Re: [2.0.21] Death message is broken with blank player name
In my oppinion the only bug would be that it let you join a game without a name.
Is that only possible in LAN Games?
Is that only possible in LAN Games?
- Wed Nov 13, 2024 4:28 pm
- Forum: Pending
- Topic: [2.0.15] Trains stopping when hitting biters on automatic mode
- Replies: 6
- Views: 620
Re: [2.0.15] Trains stopping when hitting biters on automatic mode
I would like this to be a bug but it has always been like this.
There is a thread dedicated to it over in "Balancing"
viewtopic.php?f=16&t=46283
There is a thread dedicated to it over in "Balancing"
viewtopic.php?f=16&t=46283
- Mon Nov 11, 2024 6:32 pm
- Forum: Gameplay Help
- Topic: How do I stop an inserter controlled by circuit network from insterting construction robots
- Replies: 2
- Views: 468
Re: How do I stop an inserter controlled by circuit network from insterting construction robots
Constant Combinator: Signal Construction robots -99999
- Mon Nov 11, 2024 8:15 am
- Forum: Duplicates
- Topic: [2.0.16] New Rails 4 width intersection conjoins same colored sections into same train block
- Replies: 1
- Views: 433
Re: New Rails 4 width intersection conjoins same colored sections into same train block
I think that's the same reason as this: viewtopic.php?f=23&t=116415
Or this: viewtopic.php?p=634996#p634996
Or this: viewtopic.php?p=634996#p634996
- Sun Nov 10, 2024 9:13 am
- Forum: Ideas and Suggestions
- Topic: Biter Build up more intuitive
- Replies: 11
- Views: 1051
Re: Biter Build up more intuitive
@op
As others said watch your enemy.
But even more: watch your pollution cloud (option on the map)
If pollution reaches a nest evolution will raise fast.
Once you have efficiency modules mass produce them and use them everywhere.
Once you have electric smelting replace the old smelters.
Once you ...
As others said watch your enemy.
But even more: watch your pollution cloud (option on the map)
If pollution reaches a nest evolution will raise fast.
Once you have efficiency modules mass produce them and use them everywhere.
Once you have electric smelting replace the old smelters.
Once you ...
- Sun Nov 03, 2024 8:29 am
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 2153
Re: Making quality more accessible without reducing its complexity
Possible solutions for the productivity exploit:
- Productivity meter remembers the lowest quality it produced. The extra is at that low productivity.
- The quality setting on recipes is used as minimum accepted ingredient. Productivity bonus produces minimum.
- Dedicated "any quality" recipe which ...
- Productivity meter remembers the lowest quality it produced. The extra is at that low productivity.
- The quality setting on recipes is used as minimum accepted ingredient. Productivity bonus produces minimum.
- Dedicated "any quality" recipe which ...
- Wed Oct 30, 2024 8:20 am
- Forum: Not a bug
- Topic: Pump restricting flow
- Replies: 3
- Views: 387
Re: Pump restricting flow
Your pump info window says "can also be placed on water for loading and unloading oil tankers"
Could the cargo ship mod be responsible?
Could the cargo ship mod be responsible?
- Wed Oct 23, 2024 12:04 pm
- Forum: Technical Help
- Topic: No longer able to revert to earlier version through beta settings in steam
- Replies: 7
- Views: 2477
Re: No longer able to revert to earlier version through beta settings in steam
This is were Koub's information about reverting to 1.1 came from:
Should have worked. Maybe try the none steam approach
https://forums.factorio.com/viewtopic.php?f=49&t=116421
Or try to fix your blueprints and accept smart belts
https://forums.factorio.com/viewtopic.php?p=622884#p622884
Note that ...
Should have worked. Maybe try the none steam approach
https://forums.factorio.com/viewtopic.php?f=49&t=116421
Or try to fix your blueprints and accept smart belts
https://forums.factorio.com/viewtopic.php?p=622884#p622884
Note that ...
- Tue Oct 22, 2024 2:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
- Replies: 15
- Views: 3918
Re: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
Migration is fixed for 2.09 which has not been released yet.
Try again later
Try again later
- Tue Oct 22, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Can I cache the loading calculations?
- Replies: 1
- Views: 270
Re: Can I cache the loading calculations?
Press control alt shift and click on settings.
A new menu should appear "the rest"
Use the search in there. There should be 2 options labeled "cache"
A new menu should appear "the rest"
Use the search in there. There should be 2 options labeled "cache"
- Sat Oct 19, 2024 9:43 am
- Forum: Technical Help
- Topic: [1.1.110] Train pathing taking a long time / Causing lag?
- Replies: 3
- Views: 379
Re: [1.1.110] Train pathing taking a long time / Causing lag?
Don't disable stations. Disabling causes all trains enroute to instantly stop and repath.
Set them to max trains zero instead.
Set them to max trains zero instead.
- Sat Oct 12, 2024 5:35 am
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 5097
Re: How much more the devs get if I buy through the website?
No. If you buy from the website you don't need steam.
After that you can get yourself a free steam key later - but only if you want.
After that you can get yourself a free steam key later - but only if you want.
- Wed Sep 25, 2024 11:15 am
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 5097
Re: How much more the devs get if I buy through the website?
They surely have more then the initial 5000.
A lot more and maybe also a special deal for automatic activation of new ones.
All I am saying:
If this loop hole would be actively promoted and the numbers for "Real steam sale" Vs "Activated Keys" would Tipp over valve would step in and stop it.
So ...
A lot more and maybe also a special deal for automatic activation of new ones.
All I am saying:
If this loop hole would be actively promoted and the numbers for "Real steam sale" Vs "Activated Keys" would Tipp over valve would step in and stop it.
So ...