Search found 360 matches
- Fri Apr 04, 2025 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Auto purge full fluids tanks
- Replies: 5
- Views: 299
Re: Auto purge full fluids tanks
No. This is part of the puzzle and would trivialize a bunch of mods centered around by product handling. Install a mod to delete excess fluids if you feel that is necessary.
- Sat Dec 28, 2024 7:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.19] Changing Vulcanus map settings with editor prevents ashland trees from ever spawning again
- Replies: 4
- Views: 1992
Re: [Genhis][2.0.19] Changing Vulcanus map settings with editor prevents ashland trees from ever spawning again
A bit OT, but this confused me:
This can be a potentially soft-locking problem if the player is somehow stranded "naked" on Vulcanus, as without any other items Ashland trees are the only local source of fuel for Stone Furnaces to create plates required to progress further.
How could you get ...
This can be a potentially soft-locking problem if the player is somehow stranded "naked" on Vulcanus, as without any other items Ashland trees are the only local source of fuel for Stone Furnaces to create plates required to progress further.
How could you get ...
- Fri Nov 29, 2024 1:02 am
- Forum: Balancing
- Topic: Restarting nutrients supply is a pain in the ass
- Replies: 15
- Views: 2462
Re: Restarting nutrients supply is a pain in the ass
I didn't consider it too bad. Just need a spoilage storage and an assembler to convert it to nutrients. Then you have two biochambers, one to create mash, one to turn it into nutrients. As long as you got fruit, it only needs a few spoilage to give you enough nutrients to run itself and a bioflux ...
- Fri Nov 29, 2024 12:27 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 58
- Views: 17752
Re: Auto-launching of mixed rockets
I too would like a way to load mixed rockets, would be nice to easily create new platforms without having so send a full stack of each separate item. Sorting items by weight and loading as many as can fit and then auto-launching at fullness percent would be nice. Not sure how to deal with stuff like ...
- Wed Nov 27, 2024 9:16 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Blueprints, blueprint books and any armor should be allowed in the inventory when boarding the rocket
- Replies: 17
- Views: 1655
Re: Upgrade and Deconstruction Planners Allowed in Rockets
Can't you use the blueprint library to share them easily?
- Mon Nov 25, 2024 6:24 pm
- Forum: Won't fix.
- Topic: [2.0.15] Inserter stuck loading furnace
- Replies: 8
- Views: 1073
Re: [2.0.15] Inserter stuck loading furnace
Since this is one of the mechanics, this is more "Not a Bug", I think.
- Mon Nov 25, 2024 6:23 pm
- Forum: Technical Help
- Topic: Turbo belt "imprinted" on screen [2.0.20]
- Replies: 1
- Views: 350
Re: Turbo belt "imprinted" on screen [2.0.20]
I assume screenshots don't capture the issues? In this case I assume this is a screen issue, not much factorio can do.
- Sat Nov 23, 2024 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Remove Space Age mod dependency on Quality
- Replies: 6
- Views: 921
Re: Remove Space Age mod dependency on Quality
I mean, that could be changedNemoricus wrote: Sat Nov 23, 2024 5:47 pm Space Age requires the recycler that is included in the Quality mod.
- Fri Nov 22, 2024 9:41 pm
- Forum: Gameplay Help
- Topic: Which Recipes are NOT affected by the Productivity Cap of +300%?
- Replies: 10
- Views: 1712
Re: Which Recipes are NOT affected by the Productivity Cap of +300%?
Should be possible to test in the editor, combined with cheat mode.
- Wed Nov 20, 2024 5:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Recipe is undesirably pasted on last item placed with shift+click
- Replies: 3
- Views: 1642
Re: [Rseding91] [2.0.15] Recipe is undesirably pasted on last item placed with shift+click
Thanks for reporting, I had the same issue, but only occasionally and couldn't reproduce it. Glad you figured it out, and thanks to Rseding91 for fixing!
- Wed Nov 20, 2024 4:32 pm
- Forum: Gameplay Help
- Topic: How to deal with bioflux spoiling mid-swing?
- Replies: 10
- Views: 1912
Re: How to deal with bioflux spoiling mid-swing?
That got mentioned in Items held by the inserters shouldn't spoil :
2/ If an item spoils while in hand, then inserter will hold an item that is known to be a spoil product of a different item. Such items get slightly different treatment when trying to insert into entity where the item does not fit ...
2/ If an item spoils while in hand, then inserter will hold an item that is known to be a spoil product of a different item. Such items get slightly different treatment when trying to insert into entity where the item does not fit ...
- Wed Nov 20, 2024 4:27 pm
- Forum: Minor issues
- Topic: [2.0.14] Bots jumping / snapping backwards on Aquilo
- Replies: 6
- Views: 1028
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?
- Wed Nov 20, 2024 4:23 pm
- Forum: Duplicates
- Topic: [2.0.15] Rotating a ghost doesn't get tracked for undo
- Replies: 2
- Views: 348
Re: [2.0.15] Rotating a ghost doesn't get tracked for undo
Also mentioned in FFF 412:
Although I wish they'd reconsider.This doesn't apply to rotations made by hand using the R key, as that is easy to correct yourself and could spam up the undo queue.
- Fri Nov 15, 2024 11:55 am
- Forum: 1 / 0 magic
- Topic: [2.0.18] Crash
- Replies: 10
- Views: 1028
Re: [2.0.18] Access Violation Crash
Sounds to me like bad hardware. Could you try memtest?
- Thu Nov 14, 2024 6:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
- Replies: 12
- Views: 3028
Re: [2.0.17] Spoilage counts as not spoilable for inserter priority
Quite the opposite for me. I expect un-spoilable items to be considered 100% fresh, and spoilage to be considered 100% spoiled, and spoilable items to come in between. I built a whole factory module around this for iron production on gleba and then was distraught to find that neither of these ...
- Wed Nov 13, 2024 9:01 am
- Forum: Outdated/Not implemented
- Topic: Items held by the inserters shouldn't spoil.
- Replies: 15
- Views: 3536
Re: Items held by the inserters shouldn't spoil.
2/ If an item spoils while in hand, then inserter will hold an item that is known to be a spoil product of a different item. Such items get slightly different treatment when trying to insert into entity where the item does not fit into input inventory. If its attempted to be inserted into ...
- Tue Nov 05, 2024 6:29 pm
- Forum: Technical Help
- Topic: Has anyone tried running Factorio on Raspberry Pi 5 Box64 ?
- Replies: 9
- Views: 3323
Re: Has anyone tried running Factorio on Raspberry Pi 5 Box64 ?
Yeah, I compiled box64 (because 16k page sizes) and then just ran it.
- Tue Nov 05, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: A weaker, non-spoilable Nutrient to kickstart Gleba
- Replies: 10
- Views: 4709
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
I think it's fine as-is, since you can always use assemblers to make nutrients from spoilage, that's how my reset-vector is made.
- Tue Nov 05, 2024 1:20 pm
- Forum: Not a bug
- Topic: [2.0.14] Logistic robots are not targetable by enemies
- Replies: 2
- Views: 351
Re: [2.0.14] Logistic robots are not targetable by enemies
Stupid question, but does this mean that only logistic robots are optimized like that, and construction bots are not? Because I kinda assumed both would be handled the same.
- Tue Nov 05, 2024 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
- Replies: 23
- Views: 7217
Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Yes, some way to read spoilage for the circuit network would be awesome.