Might be related, if so, please provide them info, and logs on the topic, so they can trace the bug
viewtopic.php?t=125994
Search found 25 matches
- Thu Jan 30, 2025 5:31 pm
- Forum: Technical Help
- Topic: Help i have a problem with every mod
- Replies: 1
- Views: 130
- Mon Dec 09, 2024 5:13 pm
- Forum: General discussion
- Topic: I looked, but how do I find my star in the galaxy of fame?
- Replies: 3
- Views: 728
- Wed Dec 04, 2024 3:31 pm
- Forum: Not a bug
- Topic: [2.0.23] Rocket silo ignores the rocket part recipe result amount
- Replies: 1
- Views: 185
[2.0.23] Rocket silo ignores the rocket part recipe result amount
What did you do?
Made a mod, which creates a recipe, where the rocket part results on 2: results = {{type="item", name="rocket-part", amount=2}}
What happened?
The result amount got ignored, the percentage only changes 2% on every craft (or 1% in vanilla)
What did you expect to happen instead? It ...
Made a mod, which creates a recipe, where the rocket part results on 2: results = {{type="item", name="rocket-part", amount=2}}
What happened?
The result amount got ignored, the percentage only changes 2% on every craft (or 1% in vanilla)
What did you expect to happen instead? It ...
- Sat Nov 30, 2024 8:19 am
- Forum: Implemented Suggestions
- Topic: Ability to "Read Fuel" from Biochambers.
- Replies: 16
- Views: 2533
Re: Add fuel(nutrients) to "Read contents"
Make sure you are using the latest experimental version, also check the "Include fuel" checkbox under "Read contents"
- Thu Nov 28, 2024 4:39 pm
- Forum: Duplicates
- Topic: [2.0.21-5] Certain builds not producing any quality outputs
- Replies: 4
- Views: 306
Re: [2.0.21-5] Certain builds not producing any quality outputs
Sorry for the delay, it is done now
- Thu Nov 28, 2024 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Show the 0% or even the negative %(capped at 0%) of quality info, when the machine effected by a quality module
- Replies: 1
- Views: 232
Show the 0% or even the negative %(capped at 0%) of quality info, when the machine effected by a quality module
As title shows, it is just a quality of life improvement, for new(ish?) players.
Whenever they place a quality module into a machine, then the intention is to make higher quality items, but not showing the 0 or (negative percentages with the cap), makes it harder to see, that something is wrong.
Whenever they place a quality module into a machine, then the intention is to make higher quality items, but not showing the 0 or (negative percentages with the cap), makes it harder to see, that something is wrong.
- Wed Nov 27, 2024 5:35 pm
- Forum: Duplicates
- Topic: [2.0.21-5] Certain builds not producing any quality outputs
- Replies: 4
- Views: 306
Re: [2.0.21-5] Certain builds not producing any quality outputs
After reading so many posts like this, is there any chance to show the 0% or even the negative % (capped at 0%) of quality info, when the machine effected by a quality module?
- Tue Nov 26, 2024 10:51 pm
- Forum: Implemented Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 92
- Views: 27888
Re: Separate signals to/from red and green wires
Please (sorry for the bad edit)
- Wed Nov 20, 2024 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Add missing details to non-infinite multi-level technologies
- Replies: 0
- Views: 133
Add missing details to non-infinite multi-level technologies
If a technology has more levels but max_level is not "infinite" then the actual level, and the starting-ending level is missing from the technology
(This could be a bug, but current vanilla does not uses this feature)
Factorio scrap recycling max_level 200.png Factorio scrap recycling original.png
(This could be a bug, but current vanilla does not uses this feature)
Factorio scrap recycling max_level 200.png Factorio scrap recycling original.png
- Fri Oct 11, 2024 9:55 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 225875
Re: Friday Facts #375 - Quality
doesn't look like anyone's brought this up but with quality assemblers, does this mean there's going to be overrides on productivity for some items?
Generally speaking, the quality assemblers giving a small boost to the productivity of all recipes is a unique and powerful bonus but....
Fluid ...
- Fri Oct 11, 2024 9:47 am
- Forum: Gameplay Help
- Topic: Ghost replacement objects
- Replies: 5
- Views: 530
Re: Ghost replacement objects
Good question, and probably a simple answer, why not?. Everybody plays differently.
- Fri Oct 11, 2024 9:33 am
- Forum: Spread the Word
- Topic: Criticism Prerelease Content of Space Age
- Replies: 38
- Views: 4601
Re: Criticism Prerelease Content of Space Age
I am happy that they can create content. Everybody can decide if they want to take a look at them or not. I just kinda wish we got the 2.0 update (without the dlc content) so we can start our bases as well
- Fri Oct 11, 2024 9:29 am
- Forum: Gameplay Help
- Topic: Ghost replacement objects
- Replies: 5
- Views: 530
Re: Ghost replacement objects
I do not know of any vanilla solution, but a mod could help you (Note that mods disables achievements)
Give it a try, I did not really tested it, loaded up one save file, that is why I am not publishing it
Give it a try, I did not really tested it, loaded up one save file, that is why I am not publishing it
- Sat Aug 24, 2024 4:58 am
- Forum: General discussion
- Topic: Possible unlimited resources exploit in Space Age ?
- Replies: 8
- Views: 6224
Re: Possible unlimited resources exploit in Space Age ?
These things that you are theorize about are already explained in the FFF 375
https://factorio.com/blog/post/fff-375
https://factorio.com/blog/post/fff-375
- Thu Aug 22, 2024 7:00 pm
- Forum: General discussion
- Topic: Possible unlimited resources exploit in Space Age ?
- Replies: 8
- Views: 6224
Re: Possible unlimited resources exploit in 2.0 ?
If I remember correctly
Max productivity capped at 300% ( moddable )
Recyclers gives 25% of the items
Max productivity capped at 300% ( moddable )
Recyclers gives 25% of the items
- Tue Aug 22, 2023 6:49 am
- Forum: Modding help
- Topic: Technology Order
- Replies: 5
- Views: 1122
Re: Technology Order
I just took a quick look at the tech tree, with all B&A mods (and some other), it seems like technology ordering goes in some steps:
- ordering by the required science packs
- (if the same then) ordering by the multiplier value of price ( it looks like it completely ignores the time costs)
- (if the ...
- ordering by the required science packs
- (if the same then) ordering by the multiplier value of price ( it looks like it completely ignores the time costs)
- (if the ...
- Thu Nov 24, 2022 10:54 am
- Forum: Gameplay Help
- Topic: Recomended settings for casual play style?
- Replies: 4
- Views: 3034
Re: Recomended settings for casual play style?
If you are some sort of slow player (like me), who likes to take his time and look at their factory and wait, then I would suggest to set the time and pollution evolution modifiers to 0 (maybe increase the spawner killing modifier), but keeping the expansion on, this way, you would have time to ...
- Sat Oct 22, 2022 9:03 am
- Forum: Minor issues
- Topic: [1.1.70] Inserters pick up items that destination does not accept
- Replies: 4
- Views: 1464
Re: [1.1.70] Inserters pick up items that destination does not accept
https://forums.factorio.com/viewtopic.php?f=7&t=3638
Describe the problem as best as you can
-What did you do?
-What happened?
-What did you expect to happen instead? It might be obvious to you, but do it anyway!
-Write down the steps to reproduce the bug if you know them.
-Does it happen always ...
Describe the problem as best as you can
-What did you do?
-What happened?
-What did you expect to happen instead? It might be obvious to you, but do it anyway!
-Write down the steps to reproduce the bug if you know them.
-Does it happen always ...
- Mon Jan 31, 2022 1:30 pm
- Forum: Implemented mod requests
- Topic: Add on_research_cancelled event
- Replies: 2
- Views: 1703
Re: Add on_research_cancelled event
I also would like too see this implemented.
In my mod I am writing the active research ingredients into a constant combinator.
Right now, we have only the on_research_started or on_research_finished events, these works well for me, until the player decides to cancel the only one ongoing research ...
In my mod I am writing the active research ingredients into a constant combinator.
Right now, we have only the on_research_started or on_research_finished events, these works well for me, until the player decides to cancel the only one ongoing research ...
- Sat Nov 28, 2020 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [1.1.2] big group of biters not attacking after artillery hits
- Replies: 1
- Views: 2672
[Oxyd] [1.1.2] big group of biters not attacking after artillery hits
- What did you do? - Shot some artillery, to clear some land.
- What happened? - Biters started to group up, waited a few seconds and disbanded, trying to get back to the closest spawners.
- What did you expect to happen instead? It might be obvious to you, but do it anyway! - I hoped for a big wave ...
- What happened? - Biters started to group up, waited a few seconds and disbanded, trying to get back to the closest spawners.
- What did you expect to happen instead? It might be obvious to you, but do it anyway! - I hoped for a big wave ...