Thanks @J-H -- but, no, it wasn't bots getting hit by lightning or anything like that. The bots were inserting into red passive chests.
Well, the modules eventually got filled. I am still not sure what happened. The game acted like I had dozens and dozens of Speed1 requests. But I was delivering ...
Search found 31 matches
- Thu Jan 16, 2025 10:17 pm
- Forum: Gameplay Help
- Topic: Modules are disappearing when they're supposed to be dropped to Fulgora planet
- Replies: 4
- Views: 371
- Thu Jan 16, 2025 6:27 pm
- Forum: Gameplay Help
- Topic: Modules are disappearing when they're supposed to be dropped to Fulgora planet
- Replies: 4
- Views: 371
Modules are disappearing when they're supposed to be dropped to Fulgora planet
I'm having a weird experience on Fulgora that feels like a bug:
1. Have a few beacons with speed module 1s, where the modules haven't been placed yet
2. I am requesting them in my cargo landing pad on Fulg
3. I have Unload checked on my Fulgora ship, and requesting 50 speed 1 modules
4. I have ...
1. Have a few beacons with speed module 1s, where the modules haven't been placed yet
2. I am requesting them in my cargo landing pad on Fulg
3. I have Unload checked on my Fulgora ship, and requesting 50 speed 1 modules
4. I have ...
- Sat Nov 23, 2024 6:04 pm
- Forum: Not a bug
- Topic: [2.0.20] Platform leaves for another planet with "Passenger present" even when passenger isn't present
- Replies: 5
- Views: 488
Re: [2.0.20] Platform leaves for another planet with "Passenger present" even when passenger isn't present
Edit: it works if I delete everything and start over and have Nauvis as the first stop. That's annoying. It should be able to do it when I add it too. Like, I am stopped at Nauvis. I add the Passenger Present to Nauvis. Yet it seems to have a "memory" of Fulgora being the first stop in the loop, so ...
- Sat Nov 23, 2024 5:58 pm
- Forum: Not a bug
- Topic: [2.0.20] Platform leaves for another planet with "Passenger present" even when passenger isn't present
- Replies: 5
- Views: 488
Re: [2.0.20] Platform leaves for another planet with "Passenger present" even when passenger isn't present
The Conditions control when the Space Platform will DEPART FROM the specified Destination.
If you want it to wait at the current Planet then you must add that as the first Destination ("Nauvis").
See attached image. I added Nauvis before and after Fulgora with "Passenger present" and it's ...
- Sat Nov 23, 2024 5:29 pm
- Forum: Not a bug
- Topic: [2.0.20] Platform leaves for another planet with "Passenger present" even when passenger isn't present
- Replies: 5
- Views: 488
[2.0.20] Platform leaves for another planet with "Passenger present" even when passenger isn't present
Steps to reproduce:
1. Have a platform in Paused thrust mode, with a station stop set for another planet that it's not at
2. Add "Passenger present" wait condition
3. Make sure passenger is not present
4. Flip the selector to Automatic
Expected Result:
Ship does not leave
Actual result:
Ship ...
1. Have a platform in Paused thrust mode, with a station stop set for another planet that it's not at
2. Add "Passenger present" wait condition
3. Make sure passenger is not present
4. Flip the selector to Automatic
Expected Result:
Ship does not leave
Actual result:
Ship ...
- Sat Oct 26, 2024 7:19 pm
- Forum: Gameplay Help
- Topic: Seeing no uranium and barely any iron on Nauvis?
- Replies: 2
- Views: 562
Seeing no uranium and barely any iron on Nauvis?
EDIT: it's not buggy, I think I just got _extremely_ unlucky. I started a fresh save, imported the map string, then did the console commands to reveal more map. I did finally find more iron and found some uranium, they are just bizarrely far away. I have never seen a map with the resources that far ...
- Tue Oct 22, 2024 11:42 pm
- Forum: Won't fix.
- Topic: 0.18.17 odd behavior with tech tree and game being paused
- Replies: 4
- Views: 2367
Re: 0.18.17 odd behavior with tech tree and game being paused
This still isn't possible!? It's so annoying.
- Fri Oct 18, 2024 4:31 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 33560
Re: Friday Facts #433 - Liftoff Initiated
Very cool. Congrats on this big accomplishment. It's been a long wait.
One thing: PLEASE fix the motion blur when the camera is panning in the trailer. It's so muddy you can't see the details and it's a bit nauseating.
One thing: PLEASE fix the motion blur when the camera is panning in the trailer. It's so muddy you can't see the details and it's a bit nauseating.
- Fri Oct 04, 2024 3:42 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 40653
Re: Friday Facts #431 - Gleba & Captivity
Interesting choice to be making such big changes so late in the process. Doesn't the expansion release in a little over two weeks?
Is this the trade-off you get from having a couple years of secretive development and no player input during that time?
But obviously it was a needed change -- people ...
Is this the trade-off you get from having a couple years of secretive development and no player input during that time?
But obviously it was a needed change -- people ...
- Fri Aug 30, 2024 3:22 pm
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 91
- Views: 21149
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
This was a boring update. There's only 7 blogs left until release and still no reveal of final planet nor the rest of the enemies.
- Fri Aug 09, 2024 3:04 pm
- Forum: News
- Topic: Friday Facts #423 - Research info tooltip & Online players GUI
- Replies: 64
- Views: 15205
Re: Friday Facts #423 - Research info tooltip & Online players GUI
I'm concerned about the drip drip of tiny FFFs. There's only 10 blog posts remaining until SA release and there's loads of enemies/final planet/etc. left to reveal. I'm getting a bad feeling they are holding back "secret" changes for hype purposes, which might help their bottom line but doesn't help ...
- Fri Apr 19, 2024 3:37 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 60
- Views: 15342
Re: Friday Facts #407 - Automating a soundtrack
That first (and third) WIP track sounded... really bad. Distractingly bad. I hope that's "just started" WIP not "final touches" WIP.
Agreed. I hope that they either massively improve this or give us a way to turn the procedural bit off. (I still love the human music from the previous FFF!)
- Fri Apr 12, 2024 6:41 pm
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 41329
Re: Friday Facts #406 - Space Age Music
I hope everyone at Wube knows that they're not just making a video game, they're bringing joy to people, and offering a wonderful escape in this troubled world.
- Fri Mar 15, 2024 4:56 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 41994
Re: Friday Facts #386 - Vulcanus
The planet looks neat, and I'm excited that there are new resources.
but they are difficult to build on until you get cliff explosives
Ugh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off.
I hope the devs ...
- Fri Jan 12, 2024 5:46 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 235
- Views: 77368
Re: Friday Facts #393 - Putting things on top of other things
This all looks good EXCEPT the faster belt tier looks yellow. Factorio color palette has always been strange and an acquired taste, fine. But please don't make us try to distinguish between yellow belts and "sickly greenish yellow" belts.
- Fri Nov 24, 2023 9:42 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 41994
Re: Friday Facts #386 - Vulcanus
The planet looks neat, and I'm excited that there are new resources.
but they are difficult to build on until you get cliff explosives
Ugh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off.
I hope the devs will ...
but they are difficult to build on until you get cliff explosives
Ugh. Cliffs have got to be one of the most complained about features in the base game, to the point where many people simply turn them off.
I hope the devs will ...
- Fri Nov 10, 2023 5:58 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 88623
Re: Friday Facts #384 - Combinators 2.0
This all looks like good stuff. I barely used circuit networks in past play-throughs; these QoL and UX changes might get me to use them more often.
- Fri Nov 03, 2023 4:02 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 49433
Re: Friday Facts #383 - Super force building
This looks amazing. I actually have no complaints, which is rare for me, and high praise.
- Fri Oct 27, 2023 4:33 pm
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 59453
Re: Friday Facts #382 - Logistic groups
The limitation of only one per planet might sound weird, but we just find it fitting, because otherwise (we tried that) it is too convenient to put them all over the place
This feels really off. So we can build gigantic bases, spanning a solar system of planets ...but only one landing pad?
I don ...
This feels really off. So we can build gigantic bases, spanning a solar system of planets ...but only one landing pad?
I don ...
- Fri Oct 20, 2023 2:46 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 68534
Re: Friday Facts #381 - Space Platforms
Anybody else getting Cosmoteer* vibes from this post? (in a good way)
Space platforms can specialize in different tasks, so it can be motivating to optimize them for different design goals. You can aim to make a huge platform that can load thousands of items, or a small platform with capacity ...
Space platforms can specialize in different tasks, so it can be motivating to optimize them for different design goals. You can aim to make a huge platform that can load thousands of items, or a small platform with capacity ...