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
Search found 250 matches
- Wed Nov 13, 2024 4:28 pm
- Forum: Pending
- Topic: [2.0.15] Trains stopping when hitting biters on automatic mode
- Replies: 6
- Views: 299
- 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: 141
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: 147
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: 388
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 get...
- Sun Nov 03, 2024 8:29 am
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 768
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" rec...
- Wed Oct 30, 2024 8:20 am
- Forum: Not a bug
- Topic: Pump restricting flow
- Replies: 3
- Views: 154
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: 462
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 tha...
- 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: 2639
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: 111
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: 168
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: 3876
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: 3876
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 ...
- Tue Sep 24, 2024 4:42 pm
- Forum: General discussion
- Topic: How much more the devs get if I buy through the website?
- Replies: 28
- Views: 3876
Re: How much more the devs get if I buy through the website?
Afaik Steam only takes the 30% if you actually buy it through the Steam store. If you buy directly on their homepage all the money goes to the devs. The provided Steam key will not cause them any additional costs. This trick has limits. As far as I understood: if to many use it Wube will run out of...
- Wed Aug 28, 2024 11:19 am
- Forum: Ideas and Suggestions
- Topic: Circuit Detection of Train with Destination Full
- Replies: 3
- Views: 434
Re: Circuit Detection of Train with Destination Full
2.0 has the possibility to send trains which are "destination full" into an depot. Would that not be a better solution to your problem?
https://factorio.com/blog/post/fff-389
"The depot problem"
https://factorio.com/blog/post/fff-389
"The depot problem"
- Mon Aug 26, 2024 10:50 am
- Forum: Duplicates
- Topic: [1.1.109] Rocket Silo Energy Consumption (!Please read & reassess "not a bug" status!)
- Replies: 1
- Views: 322
Re: [1.1.109] Rocket Silo Energy Consumption (!Please read & reassess "not a bug" status!)
I guess this could be fixed for 2.0 https://factorio.com/blog/post/fff-405 Faster subsequent rocket launches In the late-game, you can craft and prepare rockets pretty fast, but there was always a throughput bottleneck: The beautifully crafted animations taking a long time. We didn't really want to ...
- Wed Aug 07, 2024 7:12 am
- Forum: Technical Help
- Topic: [1.1.109] [M1 Mac] Mac Game Mode only works on Steam
- Replies: 4
- Views: 431
Re: [1.1.109] [M1 Mac] Mac Game Mode only works on Steam
The True full Screen suggestion came up before but I haven't found conformation for it.
viewtopic.php?f=6&t=110085
viewtopic.php?f=6&t=110085
- Sun Jul 21, 2024 11:58 am
- Forum: Ideas and Suggestions
- Topic: Inserters: Why are filters getting baked in, but stacks are separated?
- Replies: 25
- Views: 1904
Re: Inserters: Why are filters getting baked in, but stacks are separated?
Also: They have committed to a release date.
Now is not the time to look for ideas in the suggestions board.
They are probably working through their ToDo list and won't change anything else unless they notice something big.
Ideas will be revisited - later
Now is not the time to look for ideas in the suggestions board.
They are probably working through their ToDo list and won't change anything else unless they notice something big.
Ideas will be revisited - later
- Wed Jun 26, 2024 1:43 pm
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 9
- Views: 1890
Re: Is this 8 belt balancer efficient?
That's overkill. That mine doesn't need input balancing and it doesn't need unlimited throughput on 8 redbelts First use splitters to reduce to 4 belts. After that place a 4 to 4 belt balancer. Splitt the output to 8 again. After that you can use yellow belts. I also suggest to set the input on the ...
- Thu May 30, 2024 10:26 am
- Forum: Energy Production
- Topic: Autobreaker for preventing brownouts and controlling backup power
- Replies: 22
- Views: 6958
Re: Autobreaker for preventing brownouts and controlling backup power
Yes. My base is 60% solar and 40% nuclear. I don't have brownouts often. But when I have them it's at the end of the night and solar will pull me out of any brownout spiral. Belts still work full speed during brownouts. Inserters are slower but their pulses will still work during deep brownouts. Onl...
- Wed May 29, 2024 3:53 pm
- Forum: Energy Production
- Topic: Autobreaker for preventing brownouts and controlling backup power
- Replies: 22
- Views: 6958
Re: Autobreaker for preventing brownouts and controlling backup power
Once you reach "deep brown out" combinators will no longer update correctly.
So timers will slow done. Other circuits might miss inputs.
Committing just enough batteries to prevent deep brown outs can prolong battery life. Hopefully long enough until the night is over.
So timers will slow done. Other circuits might miss inputs.
Committing just enough batteries to prevent deep brown outs can prolong battery life. Hopefully long enough until the night is over.