Search found 1039 matches

by eugenekay
Wed Apr 22, 2026 12:30 pm
Forum: Gameplay Help
Topic: Uncommon+ Satellite ROI?
Replies: 2
Views: 127

Re: Uncommon+ Satellite ROI?

The Quality Mod is part of the Space Age DLC. Enabling the “Space Age” mod disables the Satellite recipe from the game and lowers the cost of a Rocket launch. While it is possible to enable with third-party mods there are probably not that many Quality Satellites that have ever been crafted.
by eugenekay
Mon Apr 20, 2026 1:19 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Removing cargo bay entities from a blueprint causes visual glitches in neighbouring cargo bays
Replies: 2
Views: 202

Re: [2.0.76] Removing cargo bay entities from a blueprint causes visual glitches in neighbouring cargo bays

127577 was a previous report about the “Patch Graphics” not appearing consistently in all directions during mouse hover; this sounds like a similar case but for the Blueprint Review renderer.
by eugenekay
Fri Apr 17, 2026 3:20 pm
Forum: Not a bug
Topic: [2.0.76] Weird blueprint texture in water
Replies: 1
Views: 159

Re: [2.0.76] Weird blueprint texture in water

That is Landfill as a "Tile Ghost", automatically placed when you Shift-Clicked the Blueprint.
04-17-2026, 11-27-37.png

You can remove it wholesale using a Filtered Deconstruction Planner . Here is an Importable Blueprint set to remove only "Tile Ghost ...
by eugenekay
Sun Apr 12, 2026 2:32 pm
Forum: Technical Help
Topic: Problem with graphics after buying a new PC and monitor
Replies: 3
Views: 427

Re: Problem with graphics after buying a new PC and monitor

This sounds like a “Motion Enhancement” feature on your monitor.
by eugenekay
Sat Apr 11, 2026 5:34 pm
Forum: Gameplay Help
Topic: Train Interrupts - Rate Limit?
Replies: 10
Views: 779

Re: Train Interrupts - Rate Limit?

According to 117453 this behaviour is "Not a Bug".

Having a higher Limit set on the Unload stations than the Load stations seems to help with preventing over-dispatching.

Good Luck!
by eugenekay
Sat Apr 11, 2026 5:24 pm
Forum: Bug Reports
Topic: [Website] Footer rocket blocks text on email authentication page
Replies: 1
Views: 279

Re: [Website] Footer rocket blocks text on email authentication page

This appears to be a CSS spacing/layout issue? The #rocket DIV is 120pixels high
04-11-2026, 13-23-05.png
Whereas #footer is only 99.19pixels tall (with padding).
04-11-2026, 13-23-58.png

If you click the Rocket it will start an animation and get out of the way. :lol:

04-11-2026, 13-21-24 ...
by eugenekay
Thu Apr 09, 2026 3:23 pm
Forum: Ideas and Suggestions
Topic: Allow Paving Of Space
Replies: 1
Views: 355

Re: Allow Paving Of Space

Feature (sort-of) exists: you can use vertically stacked thrusters to achieve unreasonably fast interplanetary travel. With a max platform Height of 1,000,200 meters = 1,000.2km you can achieve quite a bit of speed - although it is only about 7% of the distance between planets it makes the journey ...
by eugenekay
Tue Apr 07, 2026 7:36 pm
Forum: Gameplay Help
Topic: Breeding pentapod eggs
Replies: 9
Views: 5910

Re: Breeding pentapod eggs

The definition for the pentapod-egg recipe:
ingredients =
{
{type = "item", name = "pentapod-egg", amount = 1, ignored_by_stats = 1},
{type = "item", name = "nutrients", amount = 30},
{type = "fluid", name = "water", amount = 60}
},
results =
{
{type = "item", name = "pentapod-egg", amount = 2 ...
by eugenekay
Tue Apr 07, 2026 3:46 pm
Forum: Modding help
Topic: Making foundry input and output pipes generic
Replies: 2
Views: 313

Re: Making foundry input and output pipes generic

You just need to extend the Foundry to include the additional 2 Input/Output fluid boxes; which it sounds like you have already done. :-) The drawback is that you are not be able to do 4 Fluid In + 2 Fluid Out without a custom pipe-graphics patch, because Foundries only have 4 "points" to connect ...
by eugenekay
Fri Apr 03, 2026 12:32 am
Forum: Won't fix.
Topic: [2.0.76] Ctrl-F from Escape menu opens "Search" dialog in game instead of Menu
Replies: 1
Views: 303

[2.0.76] Ctrl-F from Escape menu opens "Search" dialog in game instead of Menu

What did you do?

Pushed Escape to open the pause/menu screen
Clicked into Settings menu
Pushed "Ctrl-F" to try to find a setting by name

https://forums.factorio.com/download/file.php?mode=view&id=111522

What happened?
Search box was opened in the "Map editor" dialog behind the Escape ...
by eugenekay
Thu Mar 26, 2026 2:54 am
Forum: General discussion
Topic: What is included in the Download page?
Replies: 2
Views: 545

Re: What is included in the Download page?

“Space Age” downloads include the Base Game as well as the Expansion content. The DLC features SpaceAge/ElevatedRails/Quality can be en/disabled through the in-game Mods menu if you want a classic experience or to load a non-DLC save or join a multiplayer server.

Good Luck!
by eugenekay
Wed Mar 18, 2026 2:13 pm
Forum: Ideas and Requests For Mods
Topic: A way to temporarily freeze planet ticking?
Replies: 4
Views: 560

Re: A way to temporarily freeze planet ticking?

This (sort-of) sounds like Clusterio. Setup is slightly complicated.

Good Luck!
by eugenekay
Thu Mar 12, 2026 11:59 pm
Forum: Gameplay Help
Topic: Tips for Gleba?
Replies: 6
Views: 968

Re: Tips for Gleba?

Get really drunk and try it again. Your factory won’t work any better, but it is more fun than doing it sober. :lol:

Most Nauvis belt-based factories are based upon the principle of “fill a belt lane with ingredients or products”. This is a bad idea on Gleba; it just creates more Spoilage that has ...
by eugenekay
Fri Feb 27, 2026 10:48 pm
Forum: Ideas and Suggestions
Topic: MAP EDITOR "fill with lab tiles" = option to change "fill with"
Replies: 1
Views: 398

Re: MAP EDITOR "fill with lab tiles" = option to change "fill with"

Feature exists:
Tiles
The tile editor mode allows to place any kind of tile, anywhere. The brush mode can be used for bulk placing and the paint bucket can be used to easily replace one tile type with another.
Good Luck!
by eugenekay
Tue Feb 24, 2026 11:54 pm
Forum: Duplicates
Topic: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"
Replies: 2
Views: 433

Re: [2.0.75] (Minor) Inconsistency between "Read train count" and "Read stopped train"

Perhaps there is a good reason for this behavior behind the scenes, but if this is the case the current tool-tips should probably be amended to mention this behavior.


Previously

Train ID is unset when the Wait condition is fulfilled and the cargo wagons close; Inserters/Pumps are no longer ...
by eugenekay
Tue Feb 24, 2026 11:32 pm
Forum: Implemented mod requests
Topic: Make current lifecycle stage accessible
Replies: 15
Views: 2488

Re: Make current lifecycle stage accessible

ask yourself which of these 2 is more obvious at first glance:

when working within the mod's files those are the file prefixes we are used to and are more likely to refer to instead of the official names of the stages as per the modding api's documentation page.

Those are just my two cents tho ...
by eugenekay
Tue Feb 24, 2026 4:54 am
Forum: Gameplay Help
Topic: Why can I not use the "Signal parameter" virtual signal here?
Replies: 5
Views: 1641

Re: Why can I not use the "Signal parameter" virtual signal here?

You can try manually editing a Blueprint containing the Train, similar to Anything Signal. The internal name for the signal is signal-signal-parameter.

Good Luck!
by eugenekay
Mon Feb 23, 2026 11:05 pm
Forum: Not a bug
Topic: [2.0.75] Train switches to automatic when bots attach artillery wagon
Replies: 4
Views: 473

Re: [2.0.75] Train switches to automatic when bots attach artillery wagon

Blueprints are a shortcut to mass-creating Ghost entities, so its not surprising that they trigger the Automatic setting. Depending upon how you configure the Train (shift-clicking to Copy-Paste settings) that will also trigger the Automatic toggle.

There have been a few (Resolved?) bugs recently ...

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