When modifying space platform I accidently put a Fusion Reactor cooling port near Thruster Fuel pipeline. It attached, and thruster fuel goes through both reactors to a storage tank, that was expected to store coolant.
I'm not sure is it a bug or feature.
Usually a structure, if it's not a ...
Search found 210 matches
- Sat Apr 05, 2025 10:27 am
- Forum: Not a bug
- Topic: [2.0.43] Any? liquid goes through fusion reactor
- Replies: 1
- Views: 205
- Sat Jan 18, 2025 6:14 pm
- Forum: Implemented Suggestions
- Topic: [SA] Add option to rename space platforms
- Replies: 8
- Views: 5329
Re: [SA] Add option to rename space platforms
Can you mark this as solved, please?
About subj and this discussion.
Factorio has quite well designed interface. If something can be done, it can be done same way for everything similar. If you can change locomotive/train name by clicking on the name in train timetable menu, then you can change ...
About subj and this discussion.
Factorio has quite well designed interface. If something can be done, it can be done same way for everything similar. If you can change locomotive/train name by clicking on the name in train timetable menu, then you can change ...
- Fri Jan 17, 2025 6:24 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 34827
Re: Ability to craft lower quality with higher quality
This could be a nice change. For sample, currently I have to trash extra Uncommon plates, because I'm just getting too much of them, while I need mostly Rares and above.
Seeing 9+ pages of replies in this thread, I can assume that it's a really wanted feature.
But I have a feeling, that dev's ...
Seeing 9+ pages of replies in this thread, I can assume that it's a really wanted feature.
But I have a feeling, that dev's ...
- Tue Jan 14, 2025 7:07 pm
- Forum: Ideas and Suggestions
- Topic: Default map zoom level
- Replies: 0
- Views: 202
Default map zoom level
Problem exist since 2.0 release day
When one press a key to open map (and expect that it works exactly in 1.1) it does not works like expected. It opens map (called remove view now) in very zoomed in condition. That force a player to roll zoom out on a mouse every time, after pressing map keybind ...
When one press a key to open map (and expect that it works exactly in 1.1) it does not works like expected. It opens map (called remove view now) in very zoomed in condition. That force a player to roll zoom out on a mouse every time, after pressing map keybind ...
- Wed Dec 25, 2024 9:08 am
- Forum: General discussion
- Topic: Do you care about infrastructure costs? Does it matter?
- Replies: 14
- Views: 2744
Re: Do you care about infrastructure costs? Does it matter?
It depends on scale. It may worth not to add Beacons to a new iron plates production factory, since it will require hundreds of them, and twice more speed modules, so may delay building for a while. And it may appear more productive just to place more smelters.
But for base elements, like power ...
But for base elements, like power ...
- Wed Dec 11, 2024 7:16 am
- Forum: Gameplay Help
- Topic: Spoil time
- Replies: 4
- Views: 480
Re: Spoil time
/c game.player.print( game.difficulty_settings.spoil_time_modifier )
Bigger value = longer spoil time.
Default is 1 or 2. Can be a fractional value less than 1.
Bigger value = longer spoil time.
Default is 1 or 2. Can be a fractional value less than 1.
- Mon Dec 09, 2024 2:04 pm
- Forum: General discussion
- Topic: What exactly happens with my vanilla save when i buy the DLC
- Replies: 14
- Views: 2037
Re: What exactly happens with my vanilla save when i buy the DLC
Short answer: nothing happens with save files until you try to load them.
If you want to play 1.1 save, you can just make a separate folder with Factorio 1.1
But if you want to load same save (likely megabase, right?) in 2.0.
Turn Space Age mod off. You can turn off or keep Quality and Elevated ...
If you want to play 1.1 save, you can just make a separate folder with Factorio 1.1
But if you want to load same save (likely megabase, right?) in 2.0.
Turn Space Age mod off. You can turn off or keep Quality and Elevated ...
- Mon Nov 25, 2024 8:57 am
- Forum: General discussion
- Topic: Anyone else find gthe default settings more attractive in Space Age?
- Replies: 4
- Views: 1700
Re: Anyone else find gthe default settings more attractive in Space Age?
Yes default game without mods looks better in 2.0
In 1.1 belt throughput was serious problem in mega base building. Since it is upgraded X4 by stack inserters and more by another tier of belts, problem dissolves completely.
Base game in 2.0 become more complex, so you don't need addons to turn it ...
In 1.1 belt throughput was serious problem in mega base building. Since it is upgraded X4 by stack inserters and more by another tier of belts, problem dissolves completely.
Base game in 2.0 become more complex, so you don't need addons to turn it ...
- Mon Nov 25, 2024 7:02 am
- Forum: Gameplay Help
- Topic: How to change import planet for resources?
- Replies: 2
- Views: 607
Re: How to change import planet for resources?
When you make a request for an item on a platform, just click on a planet below (in the interface), and pick the one you need.
By default a planet, where wares are likely to be produced is set.
By default a planet, where wares are likely to be produced is set.
- Sat Nov 23, 2024 3:06 pm
- Forum: Gameplay Help
- Topic: Can a liquid have quality?
- Replies: 1
- Views: 971
Can a liquid have quality?
For sample, I setup a Foundry to smelt iron ore, put a few quality modules inside.
But output is liquid. When foundry started to work it outputs normal Molten Iron. No way to get Uncommon liquid at all, correct?
Seems same for every liquid - no quality at all. The only way to sort liquids, for ...
But output is liquid. When foundry started to work it outputs normal Molten Iron. No way to get Uncommon liquid at all, correct?
Seems same for every liquid - no quality at all. The only way to sort liquids, for ...
- Fri Nov 22, 2024 6:50 am
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 62
- Views: 7813
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Is this extra click is not fixed yet, even with any mod?
I still wait with quality research to avoid interface troubles.
I still wait with quality research to avoid interface troubles.
- Sat Nov 16, 2024 1:27 pm
- Forum: Gameplay Help
- Topic: Ho to open map without zooming out every time?
- Replies: 28
- Views: 3813
Re: Ho to open map without zooming out every time?
I posted this as bug, but Wube still disagree, ignoring the fact, that many people find this map change quite uncomfortable. No idea what else to do, to make them fix it.
As I saw modders also have no success yet in fixing map zoom level.
As I saw modders also have no success yet in fixing map zoom level.
- Fri Nov 15, 2024 8:53 am
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 9482
Re: The +300% productivity cap should be documented in-game or removed
I have a feeling, that author of this post is a lawyer :-)
A lot of games are about exploration, and unpredictable results one can meet on a way or in the end.
Factorio actually has much more information displayed and documented, compared to many other games.
Okay, xylo , you planned to make ...
A lot of games are about exploration, and unpredictable results one can meet on a way or in the end.
Factorio actually has much more information displayed and documented, compared to many other games.
Okay, xylo , you planned to make ...
- Fri Nov 15, 2024 7:46 am
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 4946
Re: Quality options for chests and trains
I want bigger volume wagons with quality. Since wagon size is quite small for now. As I remember a lot of bigger mod packs made wagon cargo bigger in 1.1, Industrial Revolution 3 for sample.
- Fri Nov 15, 2024 7:38 am
- Forum: Ideas and Suggestions
- Topic: Allow restricting turret coverage
- Replies: 3
- Views: 541
Re: Allow restricting turret coverage
Yes, in space, sometimes you want to set a turret to guard just a sector, maybe 1/4 or 1/2 of whole circle. To avoid shooting not dangerous things, to save ammo, or to shoot things that are directly on platform way, instead of wasting ammo on asteroids on sides.
- Fri Nov 15, 2024 7:04 am
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 75
- Views: 15170
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Here is a map I'm playing on Fulgora. Default map generation settings.
Untitled-1.jpg
As I understand main complain in this theme is that other small islands with rich resources are not accessible until Aquilo tech.
While I'm trying to show that the map have enough place and resources on good ...
Untitled-1.jpg
As I understand main complain in this theme is that other small islands with rich resources are not accessible until Aquilo tech.
While I'm trying to show that the map have enough place and resources on good ...
- Thu Nov 14, 2024 10:49 am
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 75
- Views: 15170
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
I think everything is Okay with Fulgora and tech tree for now.
Just don't be lazy and explore around, before starting build.
It's not hard to find reasonably big island with enough scrap deposits.
I'm playing on a random generated map. Bigger islands often have a few scrap deposits about 200-500k ...
Just don't be lazy and explore around, before starting build.
It's not hard to find reasonably big island with enough scrap deposits.
I'm playing on a random generated map. Bigger islands often have a few scrap deposits about 200-500k ...
- Mon Nov 11, 2024 10:03 am
- Forum: Gameplay Help
- Topic: Logistic groups - basic maintenance missing
- Replies: 5
- Views: 861
Re: Logistic groups - basic maintenance missing
I also do not understand, how logistic groups works. I can name some unnamed group in platform request list. But what next? I expected that I can select same list on other platform (not to create same transport list again), but found no place to click to see list of those groups.
- Mon Nov 11, 2024 9:54 am
- Forum: Gameplay Help
- Topic: easy way to slow down a ship?
- Replies: 7
- Views: 3054
Re: easy way to slow down a ship?
If you asking about "brake pedal" I afraid it does not exist.
At least, when I decide to stop engines by some condition, and cut fuel supply, the ship still fly for a while, and only after that slowly stops.
I was hoping to connect logic wire to and engine, then it likely will have some settings ...
At least, when I decide to stop engines by some condition, and cut fuel supply, the ship still fly for a while, and only after that slowly stops.
I was hoping to connect logic wire to and engine, then it likely will have some settings ...
- Sun Nov 10, 2024 8:40 pm
- Forum: Gameplay Help
- Topic: Aquilo: platform design troubles
- Replies: 12
- Views: 6578
Re: Aquilo: platform design troubles
Update. I used Green-3 modules, to save power, and adds some more solar panels, increasing total weight to 216t.
I still have strong feeling that Quality really expected to be used at least for some part of platform equipment.
Or bigger platform? Not sure about bigger, since it will likely require ...
I still have strong feeling that Quality really expected to be used at least for some part of platform equipment.
Or bigger platform? Not sure about bigger, since it will likely require ...