Search found 15 matches

by ScottyDoesKnow
Sun Aug 16, 2026 9:56 pm
Forum: Ideas and Suggestions
Topic: Have a minimum size for the player dot on the minimap so it doesn't disappear
Replies: 0
Views: 153

Have a minimum size for the player dot on the minimap so it doesn't disappear

TL;DR
Have a minimum size for the player dot on the minimap so it doesn't disappear.

What?
It would be nice if the player dot was always visible on the minimap, even when zoomed out.

Why?
When you zoom out past a certain point on the minimap, the player dot disappears. Obviously you're still ...
by ScottyDoesKnow
Sun Aug 16, 2026 9:50 pm
Forum: Not a bug
Topic: [Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range
Replies: 2
Views: 343

Re: [Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range

Fair enough, performance is obviously a concern. I fixed it for myself by console commanding my artillery range upgrades back down to 10 and then exploring a bit.
by ScottyDoesKnow
Sun Aug 16, 2026 4:16 am
Forum: Not a bug
Topic: [Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range
Replies: 2
Views: 343

[Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range

What did you do?

Upgraded artillery range to 20 (potentially).

What happened?

Expansion candidate chunks disappeared on Gleba, limited to half the map on Nauvis. Even after exploring a bit with a spidertron on Gleba, as soon as artillery takes out the new nests, the candidate chunk indicators ...
by ScottyDoesKnow
Fri Aug 07, 2026 6:57 pm
Forum: Ideas and Suggestions
Topic: Radars with new output signal: Expansion base built nearby
Replies: 3
Views: 368

Re: Radars with new output signal: Expansion base built nearby

Was just thinking about this but I'm not totally sure how it should work. Is it going to report all nests in the radar area or just new ones? If new ones, how long are they "new" for?

It feels like just the total number of nests is the cleanest/most intuitive implementation, and then you could tie ...
by ScottyDoesKnow
Fri Aug 07, 2026 6:50 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.14] Upgrading lamp common -> legendary loses picked color
Replies: 2
Views: 881

Re: [2.1.14] Upgrading lamp common -> legendary loses picked color

Just over 8 hours from report to fix, you guys are the best!
by ScottyDoesKnow
Fri Aug 07, 2026 6:48 pm
Forum: Ideas and Suggestions
Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Replies: 11
Views: 1102

Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped


Wouldn't it be simpler and probably better to have inserters pick-up from both sides interchangeably? If second side is empty, it will skip it, but only until there is something on the other side. This way inserter may pickup from both sides, while having the priority for the last unused side.

UI ...
by ScottyDoesKnow
Fri Aug 07, 2026 6:37 pm
Forum: Ideas and Suggestions
Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Replies: 11
Views: 1102

Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped

+1, was just searching before posting this myself. I like the idea of a dot, or maybe biasing the bar to one side, or something other than an arrow basically. I was gonna say that people could get confused since output arrow means things only go out on that side while input arrow is just a preference.
by ScottyDoesKnow
Fri Aug 07, 2026 6:20 am
Forum: Duplicates
Topic: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
Replies: 4
Views: 476

Re: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)

You're absolutely right, and what a beautiful fix (realized they weren't legendary yet so I needed even more buffer):


fluid fix.png


It's definitely not logical, but given the explanation of why it happens, I'm not sure it's likely to be fixed. It's just a consequence of the current fluid ...
by ScottyDoesKnow
Fri Aug 07, 2026 2:53 am
Forum: Duplicates
Topic: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
Replies: 4
Views: 476

[2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)

So forgive me if I'm just wrong about this, but I thought the recent changes to fluids were supposed to mean this shouldn't happen.

What did you do?

Put 40k steam/sec into two chemical plants with consumption of 21k steam/sec each (one output of neutralisation plant into one input of each ...
by ScottyDoesKnow
Fri Aug 07, 2026 2:14 am
Forum: Resolved Problems and Bugs
Topic: [2.1.14] Upgrading lamp common -> legendary loses picked color
Replies: 2
Views: 881

[2.1.14] Upgrading lamp common -> legendary loses picked color

What did you do?

Used an upgrade planner to upgrade lamps from common to legendary.

What happened?

The lamps lost their color information picked with the color picker (dropper icon). Circuit conditions and such were maintained. Undo does not recover the colors.

What did you expect to happen ...
by ScottyDoesKnow
Fri Aug 07, 2026 2:00 am
Forum: Ideas and Suggestions
Topic: Minor Suggestion: Tweak explosive rockets/turrets damage for big asteroids slightly
Replies: 0
Views: 807

Minor Suggestion: Tweak explosive rockets/turrets damage for big asteroids slightly

TL;DR
Tweak explosive rocket damage or rocket turret damage slightly so they one-shot big asteroids at explosives research level 30.

What?
I think the TL;DR basically covers it.

Why?
I admit this is not that big a deal, but when making my 1 million eSPM base I figured I'd use it to research ...
by ScottyDoesKnow
Thu Apr 27, 2017 8:21 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 690
Views: 632793

Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!

Thanks for the quick updates. I did notice that matter sources don't seem to compress belts if you put them directly into an underground. Easy to workaround by just using one regular belt first.
by ScottyDoesKnow
Thu Mar 09, 2017 6:31 pm
Forum: Technical Help
Topic: Any way to force resolution?
Replies: 2
Views: 2479

Re: Any way to force resolution?

Thanks for the response and the welcome. Seems I can't access that since I have a custom manufacturer driver version. I'm just playing on a different machine for now.
by ScottyDoesKnow
Wed Mar 08, 2017 6:04 pm
Forum: Technical Help
Topic: Any way to force resolution?
Replies: 2
Views: 2479

Any way to force resolution?

I'm having some issues playing the game on a slow laptop. I get from 20 to 40 fps/ups depending on graphics settings, full screen being a bit better than windowed. But if I leave factorio as a small window (1280x786) I get 60/60 no problem. Unfortunately that's very small on the screen. Is there any ...

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