Thanks much!
Search found 29 matches
- Mon Jan 27, 2025 7:45 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 31
- Views: 14357
Re: Forum name change
- Thu Jan 16, 2025 10:24 pm
- Forum: Minor issues
- Topic: [2.0.13] Slowdown capsule duration scales with quality but is not documented
- Replies: 2
- Views: 516
Re: [2.0.13] Slowdown capsule duration scales with quality but is not documented
With 2.0.31, this could be moved from "Minor issues" to "Resolved" now.
- Thu Jan 16, 2025 10:16 pm
- Forum: This Forum
- Topic: Forum name change
- Replies: 31
- Views: 14357
Re: Forum name change
Just stumbled across this post, could I have my name here changed to "Nauviax" to match my in-game and mod portal usernames?
Thanks in advance.
Thanks in advance.

- Thu Dec 05, 2024 11:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
- Replies: 14
- Views: 11111
Re: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
I suppose you *can* make rocket fuel from jelly etc on Gleba and recycle it into solid fuel. Though, there isn't really a problem there. It doesn't make sense maybe, but you can't actually *use* that solid fuel anywhere on Gleba.
- Wed Dec 04, 2024 1:59 am
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
- Replies: 14
- Views: 11111
Re: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
Ammonia doesn’t run out. Neither does crude oil, but it’s more limited. Plus it sounds like they’re making solid fuel cheaper and not the rocket fuel, which makes burning solid over rfuel even better again.
I guess the rocket fuel prod research does make it more efficient eventually, so maybe it’s ...
I guess the rocket fuel prod research does make it more efficient eventually, so maybe it’s ...
- Wed Dec 04, 2024 1:50 am
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
- Replies: 14
- Views: 11111
Re: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
If rocket fuel now requires 10 solid fuel instead of 3, does that mean there is no longer a point to making rocket fuel for more efficient heat? This change makes it sound like just burning solid fuel would be more efficient than making rocket fuel, which I feel is a bad change.
Edit: Referring to ...
Edit: Referring to ...
- Tue Dec 03, 2024 4:10 am
- Forum: Modding interface requests
- Topic: LuaPlayer::zoom very limited compared to 1.1
- Replies: 14
- Views: 1984
Re: [2.0.9] LuaPlayer::zoom very limited compared to 1.1
+1 to having LuaPlayer.zoom readable. Would be very nice for implementing parallax zooming in one of my mods.
- Thu Nov 14, 2024 9:25 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.16] You can use ghost rail planner across surfaces
- Replies: 2
- Views: 1207
Re: [boskid] [2.0.16] You can use ghost rail planner across surfaces
[2.0.17], I don't think this is fully fixed yet.
I'm able to create rail ghosts on Nauvis when starting on Vulcanus, by using the "back" button to change surfaces to Nauvis while planning rails.
I'm able to create rail ghosts on Nauvis when starting on Vulcanus, by using the "back" button to change surfaces to Nauvis while planning rails.
- Sun Nov 03, 2024 1:38 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
- Replies: 26
- Views: 4885
Re: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack
They also don't seem to heal when they get stuck like this; I have a few strafers stuck just outside my defenses currently, and one is still on 72/2400 hp. They must have gotten slightly out of range of the rocket turrets while strafing, then just gave up and froze.
I also had a new wave walk ...
I also had a new wave walk ...
- Fri Nov 01, 2024 10:44 am
- Forum: Minor issues
- Topic: [2.0.13] Slowdown capsule duration scales with quality but is not documented
- Replies: 2
- Views: 516
[2.0.13] Slowdown capsule duration scales with quality but is not documented
Found out today that slow capsule's duration goes from 30s to 75s when legendary. This doesn't seem to be mentioned in the Factoriopedia anywhere?
It would be nice if one of those little diamond tooltips got added to show that this is indeed a thing. Currently it looks like only range is affected ...
It would be nice if one of those little diamond tooltips got added to show that this is indeed a thing. Currently it looks like only range is affected ...
- Mon Oct 28, 2024 7:42 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Can't open entities when holding consumable in cursor
- Replies: 1
- Views: 314
[2.0.11] Can't open entities when holding consumable in cursor
While holding anything in your cursor that has a right click action such as Yumako, Bioflux, Grenades and Bot capsules, you are unable to open anything via left-click.(Assemblers, chests, cars, etc.)
I expect this might be because in 1.1, left-click was used to consume fish and throw grenades etc ...
I expect this might be because in 1.1, left-click was used to consume fish and throw grenades etc ...
- Wed Apr 08, 2020 10:38 pm
- Forum: Not a bug
- Topic: [0.18.18] Stone Furnace and Artillery Shell Sounds swapped?
- Replies: 2
- Views: 1181
Re: [0.18.18] Stone Furnace and Artillery Shell Sounds swapped?
Does that mean it’s intended? To be more specific, the stone furnace death sound is definitely different from say the assembler death sound, and the explosion from artillery shells is the same as the assembler death sound. No mods either.
- Wed Apr 08, 2020 9:36 pm
- Forum: Not a bug
- Topic: [0.18.18] Stone Furnace and Artillery Shell Sounds swapped?
- Replies: 2
- Views: 1181
[0.18.18] Stone Furnace and Artillery Shell Sounds swapped?
So casually shooting weapons at my base on the latest version today, and noticed that the stone furnace explodes really weird. Like a fancy explosion. I tried firing artillery because that's kinda what it sounded like and the shell exploding was the default exploding noise when destroying my base. I ...
- Mon Dec 23, 2019 9:21 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 321676
Re: [0.17+] Space Exploration WIP
Pretty sure they’re just used to craft the spacesuits atm. I’ve been in space a few times now without anything more than a spacesuit
- Mon Nov 25, 2019 9:50 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 321676
Re: [0.17+] Space Exploration WIP
Dunno if this is the right place to put this, but I've been testing out some ships in god mode and using the antimatter engines. I've been able to get to speeds over 200 using them, but no amount of laser turrets seems to be able to defend the ship, they all just target a meteor and shoot it a ...
- Sun Jun 02, 2019 11:35 pm
- Forum: Not a bug
- Topic: [0.17.45] Glitched Gui when returning to game after break
- Replies: 2
- Views: 1241
Re: [0.17.45] Glitched Gui when returning to game after break
Ok, fair enough. Thanks for the reply anyway.
- Sun Jun 02, 2019 11:17 pm
- Forum: Not a bug
- Topic: [0.17.45] Glitched Gui when returning to game after break
- Replies: 2
- Views: 1241
[0.17.45] Glitched Gui when returning to game after break
I play on a Macbook air, and commonly close the lid of the laptop to put the computer to sleep. However when returning to the game (Normally after more than an hour,) the gui is weird and not normal. This affects all gui's in the game, including the main menu, and is only fixed by restarting the ...
- Mon Jul 16, 2018 10:26 am
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 119
- Views: 135127
Re: [MOD 0.16] Squeak Through 1.2.2
Just a small suggestion, would it be possible to have an option to remove this mods affect on trees and similar decoration entities? I love this mod, but having trees left growing after placing blueprints is growing more and more annoying. I know it's easy to fix, but an option to toggle it off for ...
- Sun Jun 24, 2018 6:59 am
- Forum: Mods
- Topic: [0.16] Space Extension Mod (SpaceX)
- Replies: 109
- Views: 102403
Re: [0.15] Space Extension Mod (SpaceX)
Prehaps some reward for launching all parts? I was messing around with it on my creative world, (Great mod, btw) But was kinda dissapointed to get only a congrats for what would be hours upon hours of work on a survival world. Don't know what the reward might be, but would be nice.
Are you after ...
Are you after ...
- Wed Jun 13, 2018 8:47 am
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 32361
Re: [MOD 0.16.x] NiceFill
Does the mod decrease performance if it makes a second surface? I haven't noticed a drop in us or anything, just curious.