I had sticked 2 speed modules 3 and 2 quality modules 2 on the green assembler machines.
I now removed the speed modules and put 2 more quality 2 modules on the machines, will see if i will get some higher quality accumulators now..
Search found 51 matches
- Fri Nov 15, 2024 10:16 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 59
- Views: 5804
- Fri Nov 15, 2024 8:59 am
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 59
- Views: 5804
Re: Well, Fulgora sucks [Spoiler] or lack thereof
How do you craft higher quality accumulators? i have already put some quality modules on the Accumulator assembling machines but i only keep receiving normal accumulators
- Sun Nov 10, 2024 10:56 am
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 67
- Views: 4949
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
I am also figuring out the power of Fulgora, i tried moving the 2 different sorts of concrete moving around the oil oceans and no luck. If you were even able to place reinforced concrete (it must still be some kind of a challenge ;) ) on the light oil oceans the powernetwork will maybe look a little...
- Sat Nov 09, 2024 8:08 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1815
- Views: 587848
Re: Simple Questions and Short Answers
Got to space, put solar pannels down and built a science base.... But I think I got low power..... Ughh.... How do I open the Electrical Network Info Panel in Space? On planet, I just clicked a power pole. BUT no power poles needed in space bases. Tried searching for a hot key in settings, could no...
- Thu Oct 31, 2024 8:22 pm
- Forum: Ideas and Suggestions
- Topic: [Vanilla / Space age] Module Requester on buildings
- Replies: 2
- Views: 131
Re: [Vanilla / Space age] Module Requester on buildings
Didn't know this was possible everywhere using the remote viewer.
The idea i had was just without the remote viewer and click a buildings module slot
The idea i had was just without the remote viewer and click a buildings module slot
- Thu Oct 31, 2024 7:51 pm
- Forum: Ideas and Suggestions
- Topic: [Vanilla / Space age] Module Requester on buildings
- Replies: 2
- Views: 131
[Vanilla / Space age] Module Requester on buildings
This is more a QOL Idea: What: When a building is selected you see module slots. when you hover over it you can see which modules the building allows. Feature: once you have robots it would be nice if you could just click the module slot on the building and select the module you want to be placed th...
- Thu Oct 31, 2024 7:37 pm
- Forum: Gameplay Help
- Topic: How to deliver items between space platforms?
- Replies: 5
- Views: 11319
Re: How to deliver items between space platforms?
True, and those asteroids are a pain for me to, can't make a succesfull trip to other planets, asteroids continuesly break down everything.
I am really missing the delivery cannons which are part of the space exploration mod
I am really missing the delivery cannons which are part of the space exploration mod
- Wed Oct 30, 2024 4:24 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 71
- Views: 70061
Re: Space Platform 101 Discussion
I have not much luck in the game, i already lost several platforms while traveling to vulcanus can't figure this out and ran stuck..
- Mon Oct 28, 2024 8:41 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Use of Monitors (Dualscreen..., more than 60 FPS ...)
- Replies: 23
- Views: 28167
Re: Use of Monitors (Dualscreen..., more than 60 FPS ...)
Multi monitor support +1
I would suggest the " normal gameplay" on screen 1, Screen 2 a view of your space platform or mapview or stats or .. (you call it )
I would suggest the " normal gameplay" on screen 1, Screen 2 a view of your space platform or mapview or stats or .. (you call it )
- Wed Oct 23, 2024 2:56 pm
- Forum: Ideas and Suggestions
- Topic: [2.x] Character does not move with exiting Editor mode
- Replies: 2
- Views: 117
Re: [2.x] Character does not move with exiting Editor mode
Resolved for my playground save,
Thanx!
Thanx!
- Wed Oct 23, 2024 2:46 pm
- Forum: Ideas and Suggestions
- Topic: [2.x] Character does not move with exiting Editor mode
- Replies: 2
- Views: 117
[2.x] Character does not move with exiting Editor mode
Maybe it's not really a bug but changed behavior in Factorio 2.x I have beside my normal game a second save which i use for testing and viewing things and thereby switching on and off to the editor mode. i use that editor mode primairily for modifying / editing my blueprints. (so you don't have to w...
- Wed Oct 23, 2024 11:01 am
- 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
Whola! it looks like it worked now with the new patch!
Thanx! even the very tight turns are there, this is better than ever thought! thanx!
Thanx! even the very tight turns are there, this is better than ever thought! thanx!
- Wed Oct 23, 2024 10:51 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 144
- Views: 33514
Re: Space Age general Questions
So, just started a fresh vanilla Space Age game. I like to play at least one play through vanilla. I know I had all mods off before installing the DLC. But just noticed "Alien Biomes" was running in my save. This may sound like a silly question, but kinda makes sense. Is it required? No, ...
- Tue Oct 22, 2024 2:02 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
I tried this and it sadly failed,
Maybe my version 1.1 is already corrupted with the garbled rail blueprints.
Rest me nothing then loading everything in my game i think, move / replace where needed and resave into the blueprint library?
Maybe my version 1.1 is already corrupted with the garbled rail blueprints.
Rest me nothing then loading everything in my game i think, move / replace where needed and resave into the blueprint library?
- Tue Oct 22, 2024 11:38 am
- 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
Thanx!
The files are there, i hope i can make Factorio run on a laptop which has not touched the internet for a longer time.
I will need a 1.1 version to export my bluerprint strings and import them into my current version?
The files are there, i hope i can make Factorio run on a laptop which has not touched the internet for a longer time.
I will need a 1.1 version to export my bluerprint strings and import them into my current version?
- Tue Oct 22, 2024 10:04 am
- 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
I am seeing this thread way to late..
All my custom made rail prints (and that were a lot) are garbage now...
No backup available of my old library anymore
All my custom made rail prints (and that were a lot) are garbage now...
No backup available of my old library anymore
- Tue Oct 22, 2024 9:52 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 144
- Views: 33514
Re: Space Age general Questions
Already played some hours and have a solid basic setup going again. Next is red circuit boards and the oil setups. But.. i was actually a little shocked that i could not run any older modded games. All mods in my mod list (Like industrial Revolution 3) are completely not working anymore and makes th...
- Mon Oct 21, 2024 3:11 pm
- Forum: Not a bug
- Topic: Space Age : Not possible to connect a copper wire to a powerpole
- Replies: 3
- Views: 2355
Re: Space Age : Not possible to connect a copper wire to a powerpole
I reconfigured my toolbar in the options and now this buttons are visible, did also not know this buttons now should be there.
Solved
Solved
- Mon Oct 21, 2024 2:48 pm
- Forum: Not a bug
- Topic: Space Age : Not possible to connect a copper wire to a powerpole
- Replies: 3
- Views: 2355
Space Age : Not possible to connect a copper wire to a powerpole
With the space age update installed i am not able to connect a wire manually to a powerpole. SHIFT-left clicking does remove all the wires from the powerpole, but it is not possible to manually cable the powerpole again. The power interface window pops up when you click the powerpole holding wire in...
- Fri Sep 27, 2024 3:56 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 41569
Re: Friday Facts #430 - Drowning in Fluids
And once again, I'll repeat my comment from "Fluids "2.0" topic - just make new system a setting or a mod to turn on/off. The fact that this simplified version of fluid handling is being forced on all players and not just the ones who'll buy SA is mindboggling to me. I am sorry, but ...