Hello
Its more of a nuissance then a actual problem.
But im playing Space exploration right now, which creates LARGE saves.
And now i get a warning every time a start up factorio that i only have something like 4 - 40 mb left in the steam remote Storage
But i only have 1 Game pc, so i have no ...
Search found 64 matches
- Sun Feb 05, 2023 9:06 am
- Forum: Technical Help
- Topic: Why do i get a Steam Remote Storage Warnin
- Replies: 1
- Views: 814
- Thu Oct 22, 2020 10:56 pm
- Forum: General discussion
- Topic: How much megabase?
- Replies: 8
- Views: 3556
Re: How much megabase?
Just play the game and see. You can build pretty big bases these days before it becomes an issue. You also have a good PC. Once you are at a certain point you don't have to stop there.
UPS is something to consider certainly, but it's also somewhat exaggerated by a small and very vocal fraction ...
- Fri Aug 28, 2020 1:58 am
- Forum: General discussion
- Topic: Fluid Optimization not fixed for release?
- Replies: 38
- Views: 16253
Re: Fluid Optimization not fixed for release?
If there were unexpected issues, they did it wrong.
To this day, any design I make with fluids is constantly foiled by the fluid physics. I suggested a solution 3 years ago. They haven't implemented a fix because they think it's too much work to write the known solution into code.
People have ...
- Sun Jul 28, 2019 1:30 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Mining Space Industries
- Replies: 184
- Views: 95424
Re: [MOD 0.15.x] Mining Space Industries
question.
I played with the mod for like 30 hours.
Then got anoyed by some event that just kept spawning biters under my laser towers, and it all felt undoable.
(Could be just my )
So i un installed the mod.
but I still have some buildings/crash sites that i cant remove. and theres the objective ...
I played with the mod for like 30 hours.
Then got anoyed by some event that just kept spawning biters under my laser towers, and it all felt undoable.
(Could be just my )
So i un installed the mod.
but I still have some buildings/crash sites that i cant remove. and theres the objective ...
- Tue Jun 04, 2019 8:06 pm
- Forum: General discussion
- Topic: Heatmap for liquid levels
- Replies: 6
- Views: 3208
Re: Heatmap for liquid levels
Didn't someone want to remove temperature from liquids? Calculating temperature changes on liquid mixing is a pointless overheat to the fluid system with a few exceptions for steam where simply having different steam "liquids" would solve it better.
I think you need to reread the original ...
- Thu Mar 07, 2019 9:43 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
- Replies: 7
- Views: 5070
Re: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
that feeling when u want to report a bug, but its already fixed 

- Sat Mar 02, 2019 11:46 am
- Forum: Not a bug
- Topic: fluid type mix warning without any fluids in it.
- Replies: 2
- Views: 1079
fluid type mix warning without any fluids in it.
So i needed a some heavy >light oil convertins
So i just blueprinted my light>petrol build. and pasted it again.
Then i would expect its just a matter of changing the recipe, and connect the pipes.
But even whitout any fluid in it (pipes are not connected to anything),
i cant change the recipe ...
So i just blueprinted my light>petrol build. and pasted it again.
Then i would expect its just a matter of changing the recipe, and connect the pipes.
But even whitout any fluid in it (pipes are not connected to anything),
i cant change the recipe ...
- Thu Jan 31, 2019 3:42 pm
- Forum: Energy Production
- Topic: Blueprint: 100 x Solar Power Block [ .16 ]
- Replies: 5
- Views: 7740
Re: Blueprint: 100 x Solar Power Block [ .16 ]
and no place to place a roboport, wich mean u cant just spam em and let the bots sort it out 

- Fri Jan 18, 2019 11:04 am
- Forum: Ideas and Suggestions
- Topic: Stuff to launch into space
- Replies: 5
- Views: 2691
Re: Stuff to launch into space
I think this mod does exactly that :
https://mods.factorio.com/mod/expanded-rocket-payloads
You can launch insanely expensive things that then gives huge resource (and other) bonusses depending on what you launch.
EG. launch a solar sattelite , that then produces 150 MW
https://mods.factorio.com/mod/expanded-rocket-payloads
You can launch insanely expensive things that then gives huge resource (and other) bonusses depending on what you launch.
EG. launch a solar sattelite , that then produces 150 MW
- Mon Jan 14, 2019 7:22 am
- Forum: Implemented Suggestions
- Topic: Sync mods with save and load game
- Replies: 6
- Views: 3126
Sync mods with save and load game
TL;DR
So either :
-Ad another button that syncs, restarts and then loads the savegame (i understand it needs to restart the game in between for technical reasons)
or
-After syncing the savegame, automaticly point to that save when u hit load game (in stead of last saved, which now has the ...
So either :
-Ad another button that syncs, restarts and then loads the savegame (i understand it needs to restart the game in between for technical reasons)
or
-After syncing the savegame, automaticly point to that save when u hit load game (in stead of last saved, which now has the ...
- Fri Jan 11, 2019 4:48 pm
- Forum: Resource Spawner Overhaul
- Topic: RSO for Ribbon world
- Replies: 1
- Views: 2138
RSO for Ribbon world
High
Im trying to start a game on a 32 tile high ribbon world.
(im trying to see if u can build a 1K SPM base in that height)
I envisioned some large top to bottom ore fields with really high ore count.
However i cant get RSO to play along.
i cant get it to generate any ore fields at all. no ...
Im trying to start a game on a 32 tile high ribbon world.
(im trying to see if u can build a 1K SPM base in that height)
I envisioned some large top to bottom ore fields with really high ore count.
However i cant get RSO to play along.
i cant get it to generate any ore fields at all. no ...
- Fri Sep 21, 2018 8:16 am
- Forum: General discussion
- Topic: What happened to Factorio updates?
- Replies: 36
- Views: 15966
Re: What happened to Factorio updates?
"even the smallest change makes the game fun again."
vs
"don't like using mods just in case someone will suggest using them."
This does not make sense to me !
f u want a new twist thats definitly where mods ly
For a whole new aproach to sub bases try the TNL mod
Use science cost tweaker (worst ...
vs
"don't like using mods just in case someone will suggest using them."
This does not make sense to me !
f u want a new twist thats definitly where mods ly
For a whole new aproach to sub bases try the TNL mod
Use science cost tweaker (worst ...
- Tue Jul 17, 2018 7:34 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 380001
Re: [MOD 0.16] Xander Mod v1.5.1
Hi
The description sounded fun
SO Im running around, toying with the old version
However im missing something, what do u use for fuel ?
I cant seem to find a coal patch anywhere, so im burning a lot of trees right now, but that doesnt feel sustainable or automatable.
So is there a ore im missing ...
The description sounded fun
SO Im running around, toying with the old version
However im missing something, what do u use for fuel ?
I cant seem to find a coal patch anywhere, so im burning a lot of trees right now, but that doesnt feel sustainable or automatable.
So is there a ore im missing ...
- Thu Jul 12, 2018 7:29 am
- Forum: General discussion
- Topic: logic behind requester chest amount when pasted
- Replies: 16
- Views: 8994
logic behind requester chest amount when pasted
Hi
Not really a bug, but its bugging me none the less ;)
I do a lot of build factory > choose recipe > copy&Paste recipe on the requester chest next to it.
This always works, it requests the correct ingredients.
However the amount it questions varys deeply within recipes.
For instance, if u paste ...
Not really a bug, but its bugging me none the less ;)
I do a lot of build factory > choose recipe > copy&Paste recipe on the requester chest next to it.
This always works, it requests the correct ingredients.
However the amount it questions varys deeply within recipes.
For instance, if u paste ...
- Thu Jun 28, 2018 9:53 pm
- Forum: Off topic
- Topic: Satisfactory - 3D Factorio?
- Replies: 69
- Views: 72824
Re: Satisfactory - 3D Factorio?
These style or genre of games don't translate to 3D very well. I can't think of one single RTS or Build/SIM game that got better when it went from 2d tiles to 3D. Starcraft gets a nod for being close but thats about it.
The 2D Tiles of Factorio was a big lure for me to the game.
Supreme ...
The 2D Tiles of Factorio was a big lure for me to the game.
Supreme ...
- Mon Jun 04, 2018 9:11 pm
- Forum: Gameplay Help
- Topic: Major Electricity Problem
- Replies: 17
- Views: 12336
Re: Major Electricity Problem
My stats, I dont know why all of my other machinery is not showing up.
so your factories wont start, and your powergrid doesnt show the factories as connected.
im pretty sure that those are not seperate issues :P
Hint, in the map overlay u can turn on electric connections.
Bet u a 1K space ...
so your factories wont start, and your powergrid doesnt show the factories as connected.
im pretty sure that those are not seperate issues :P
Hint, in the map overlay u can turn on electric connections.
Bet u a 1K space ...
- Fri Dec 29, 2017 9:43 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.7] Cliff explosives wrong color while throwing.
- Replies: 2
- Views: 3029
[Rseding91] [16.7] Cliff explosives wrong color while throwing.
Just a small thing, but its anoying me 
Cliff explosives are obviously blue while in inventory
But when thrown, they magicly turn red.


Cliff explosives are obviously blue while in inventory
But when thrown, they magicly turn red.

- Fri Dec 22, 2017 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [16.2] Unexpected error on loading save
- Replies: 3
- Views: 3668
Re: [Oxyd] [16.2] Unexpected error on loading save
It Is !
Thanks for the fast response, and have a nice holliday !
Thanks for the fast response, and have a nice holliday !
- Fri Dec 15, 2017 7:13 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [16.2] Unexpected error on loading save
- Replies: 3
- Views: 3668
[Oxyd] [16.2] Unexpected error on loading save
Hi
i recently started a game in .15 to see what a belt based base can do in .16.
However now .16 is out, i cant actually try it, cause it crashes with an unexpected error if i try to load it.
This happens with some of my other old "big" base saves as wel.
Theres a bunch of mods in there ...
i recently started a game in .15 to see what a belt based base can do in .16.
However now .16 is out, i cant actually try it, cause it crashes with an unexpected error if i try to load it.
This happens with some of my other old "big" base saves as wel.
Theres a bunch of mods in there ...
- Thu Sep 07, 2017 3:55 pm
- Forum: Gameplay Help
- Topic: Trains, fluid and Circuit Network problem.
- Replies: 7
- Views: 5098
Re: Trains, fluid and Circuit Network problem.
what is set for the requirements for the train to leave ?
but i think your problem is the pump. when it stops it sill has some fluid in it.
At the moment you power it off, im guessing it dumps that back in the car.
im a bit fluxed why you want such a setup. are you trying to unload multiple ...
but i think your problem is the pump. when it stops it sill has some fluid in it.
At the moment you power it off, im guessing it dumps that back in the car.
im a bit fluxed why you want such a setup. are you trying to unload multiple ...