What did you do?
Created a Vulcanus Ribbonworld.
What happened?
Screenshot 2025-03-27 150705.png
With the debug option "show-segmented-units-on-chart" enabled it makes more sense what is going on:
Screenshot 2025-03-27 150717.png
What did you expect to happen instead? It might be obvious ...
Search found 309 matches
- Thu Mar 27, 2025 7:16 pm
- Forum: Not a bug
- Topic: [2.0.43] Demolishers travel through "Out of Map" tiles
- Replies: 1
- Views: 71
- Wed Mar 26, 2025 1:05 am
- Forum: Gameplay Help
- Topic: Planet remote view is all black
- Replies: 9
- Views: 426
Re: Planet remote view is all black
Don’t feel bad - it took me a few tries to figure out the new Space Platform mechanics too :-D
Without giving away too much: it is true that you do need to do the “initial setup” of each Planet by hand since there is no infrastructure to start. But you can switch to Remote View the platform in ...
Without giving away too much: it is true that you do need to do the “initial setup” of each Planet by hand since there is no infrastructure to start. But you can switch to Remote View the platform in ...
- Tue Mar 25, 2025 10:09 pm
- Forum: Modding help
- Topic: How did control.lua and /c interact with circuit network?
- Replies: 1
- Views: 68
Re: How did control.lua and /c interact with circuit network?
Circuit changes should be visible on the next “Tick”. You can use the Time controls in Editor Mode to inspect Circuit behavior step-by-step.
You can look at other Mods like Logistic Group Combinator as a good Example.
Good luck!
You can look at other Mods like Logistic Group Combinator as a good Example.
Good luck!
- Tue Mar 25, 2025 9:57 pm
- Forum: Gameplay Help
- Topic: How to deal with space platforms that get hit very rarely?
- Replies: 5
- Views: 255
Re: How to deal with space platforms that get hit very rarely?
Initial damage can happen for a few different reasons, from insufficient Ammo (reduce speed until it refills) to a clogged sushi belt (toss some stuff overboard when it gets Full) to a un-Lucky Big Asteroid. Multiple rows of Gun and Rocket turrets help to ensure that something will shoot at the ...
- Tue Mar 25, 2025 7:07 am
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 9
- Views: 935
Re: What does science_pack_drain_multiplier do?
Whatever this is, it compares apples with elephants. Lab quality effect is based on quality of lab and affects how much science must be consumed to research 1 unit of technology. It has nothing to do with quality of science packs which affects how much science a single item had.
“The best way ...
- Tue Mar 25, 2025 4:48 am
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 9
- Views: 935
Re: What does science_pack_drain_multiplier do?
This is at odds with what boskid said, that this value is about lab quality rather than pack quality.
Also, while it's clear to me that you can do a linear transformation that will get from 100/100 to 100%, from 95/100 to 600% and so on, it seems kind of weird that the game will do such a ...
Also, while it's clear to me that you can do a linear transformation that will get from 100/100 to 100%, from 95/100 to 600% and so on, it seems kind of weird that the game will do such a ...
- Mon Mar 24, 2025 10:12 pm
- Forum: Gameplay Help
- Topic: Gleba Petapod Perimeter Defense?
- Replies: 12
- Views: 12793
Re: Gleba Petapod Perimeter Defense?
My “wrong answer” which actually worked great: Artillery, and Uranium ammo! It takes lots of rocket launches to get the stuff from Vulcanus/Nauvis, but that’s not a Gleba problem.
I shipped in a bunch of Tungsten plates along with my normal New Planet Robotics & The-Best-Defense-is-a-Good-Offense ...
I shipped in a bunch of Tungsten plates along with my normal New Planet Robotics & The-Best-Defense-is-a-Good-Offense ...
- Mon Mar 24, 2025 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow thruster-less platforms unlimited upward height
- Replies: 9
- Views: 869
Re: Allow thruster-less platforms unlimited upward height
Actually the asteroid spawning code takes that static speed and multiplies it with
getAsteroidSpawningArea().getWidth().getDouble() + this->getAsteroidSpawningArea().getHeight().getDouble()
And that spawning area is just platformBoundingBox + asteroidSpawningOffset
And that means bigger ...
- Sun Mar 23, 2025 11:17 pm
- Forum: Technical Help
- Topic: Solved already, but Factorio successfully identified that I had failing hardware (Linux)
- Replies: 3
- Views: 424
Re: Solved already, but Factorio successfully identified that I had failing hardware (Linux)
In the spirit of "posting for issue SEO" for future readers:
ECC Memory has real-world benefits . While sadly not available in most laptops/tablets/small desktops, it is a great idea to have in a serious "Workstation" or "Gaming Rig" - and a must-have to be called a "Server". It does not Guarantee ...
ECC Memory has real-world benefits . While sadly not available in most laptops/tablets/small desktops, it is a great idea to have in a serious "Workstation" or "Gaming Rig" - and a must-have to be called a "Server". It does not Guarantee ...
- Sun Mar 23, 2025 10:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.41] Unexpected platform damage
- Replies: 6
- Views: 902
Re: [2.0.41] Unexpected platform damage
I have also seen an increase in Platform Damage events since the 2.0.41 Beta was released..... It is only happening on Platforms which are traveling faster than 500 km/s, between Gleba/Fulgora/Aquilo/System Edge.
I am trying to narrow down a Reproduction case, but it seems like some turrets are not ...
I am trying to narrow down a Reproduction case, but it seems like some turrets are not ...
- Sun Mar 23, 2025 4:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow selector combinators to output a signal
- Replies: 1
- Views: 164
Re: Allow selector combinators to output a signal
You can do this (for a single Item type) by using an Arithmetic Combinator to "Copy" the Stack Value onto your Desired Signal:
0eNqNVE2P0zAQ/SvWXHGApGlpI+0JpNVeWQSHbRU5yXRrkdjBdgqlyn9n7PRzyVYrH+pOZt48v3n2Hoq6w9ZI5SDbQ4W2NLJ1UivI4NGJ8id7lH+RfRdGiqJG9s0IZddo2BdstLLOCJ ...
0eNqNVE2P0zAQ/SvWXHGApGlpI+0JpNVeWQSHbRU5yXRrkdjBdgqlyn9n7PRzyVYrH+pOZt48v3n2Hoq6w9ZI5SDbQ4W2NLJ1UivI4NGJ8id7lH+RfRdGiqJG9s0IZddo2BdstLLOCJ ...
- Sat Mar 22, 2025 7:49 pm
- Forum: Gameplay Help
- Topic: Is it possible to read recipe and contents from a machine *separately*?
- Replies: 6
- Views: 318
Re: Is it possible to read recipe and contents from a machine *separately*?
the Unpossible Crafter!
Impossible Crafter.
As far as I understand, it reads the signal from the assembler and uses the fact the first tick the recipe is set the assembler is still empty and just outputs the recipe ingredients. This signal is stored independently and subtracted from later ...
- Sat Mar 22, 2025 3:54 pm
- Forum: Gameplay Help
- Topic: Is it possible to read recipe and contents from a machine *separately*?
- Replies: 6
- Views: 318
Re: Is it possible to read recipe and contents from a machine *separately*?
Yes, but also No:
Screenshot 2025-03-22 114803.png
0eNrVWF1v6zYM/Sua9jbYQWznwwmwvQTD1oeLDR0u9tAWgWIziXBt2ZPkdkGR/z5KihM3cVs7u+vFXgJGNo94SIqk/ExXWQWl5ELT+TNNQSWSl5oXgs7poshXXAC5p7fAUnIjNhJSDkKre0qeuN7WTxaF0M3lm7ysBNe778hvlS4rTR4Z7qIIk0AKQfQWyCdEqnLye ...
Screenshot 2025-03-22 114803.png
0eNrVWF1v6zYM/Sua9jbYQWznwwmwvQTD1oeLDR0u9tAWgWIziXBt2ZPkdkGR/z5KihM3cVs7u+vFXgJGNo94SIqk/ExXWQWl5ELT+TNNQSWSl5oXgs7poshXXAC5p7fAUnIjNhJSDkKre0qeuN7WTxaF0M3lm7ysBNe778hvlS4rTR4Z7qIIk0AKQfQWyCdEqnLye ...
- Fri Mar 21, 2025 4:53 pm
- Forum: Balancing
- Topic: Quality artillery is broken
- Replies: 12
- Views: 1789
Re: Quality artillery is broken
I agree, but I think the Balance is easier to obtain: Nerf the Base Artillery turret range down from 224/560 (14X the next Highest Railgun Turret at 40) down to something more reasonable to begin with, maybe only 64/160 like a Radar. This makes the numbers all a lot more reasonable, until the ...
- Fri Mar 21, 2025 4:46 pm
- Forum: Ideas and Suggestions
- Topic: Make radars directional for space
- Replies: 3
- Views: 354
Re: Make radars directional for space
So you want to Limit the Turret Firing Arc ? I have tried this mod; it does work good for having a "limited arc", eg to keep Explosive rockets from causing splash damage. I don't like that it has to create "Variants" of each turret, but hey, it works....
I don't understand what this has to do with ...
I don't understand what this has to do with ...
- Fri Mar 21, 2025 3:10 pm
- Forum: General discussion
- Topic: Should Gleba and Vulcanus have been swapped?
- Replies: 3
- Views: 573
Re: Should Gleba and Vulcanus have been swapped?
Vulcanus is the planet closest to the sun, thus providing the best solar panels of any planet.
Except, a single Chemical Plant making steam from calcite and acid is outperforming them all.
Solar panels feel completely wasted on Vulcanus given how trivial it is to make power from steam turbines ...
- Fri Mar 21, 2025 12:50 am
- Forum: Balancing
- Topic: Quality artillery is broken
- Replies: 12
- Views: 1789
Re: Quality artillery is broken
I agree, but I think the Balance is easier to obtain: Nerf the Base Artillery turret range down from 224/560 (14X the next Highest Railgun Turret at 40) down to something more reasonable to begin with, maybe only 64/160 like a Radar. This makes the numbers all a lot more reasonable, until the higher ...
- Fri Mar 21, 2025 12:43 am
- Forum: Ideas and Suggestions
- Topic: Make radars directional for space
- Replies: 3
- Views: 354
Re: Make radars directional for space
Radars are already of marginal use in Space, as Chunk exploration is totally different from Planetary Surfaces.
Adding any Circuit feature to Radars is incompatible with the Signal Transmission feature. You could add a checkbox, but I don’t even understand what this Idea is supposed to be for ...
Adding any Circuit feature to Radars is incompatible with the Signal Transmission feature. You could add a checkbox, but I don’t even understand what this Idea is supposed to be for ...
- Fri Mar 21, 2025 12:33 am
- Forum: Gameplay Help
- Topic: Illogical Decider?
- Replies: 4
- Views: 304
Re: Illogical Decider?
ah! @atomizer you were right! The values are not exactly 10k. they were e.g 10015. So that explains it. Great! thanks.
@eugenekay Yes, I saw that technique, its a little crazy to use such features because sooner or later they're going to switch to 8 byte integers I guess, in fact they already have ...
- Thu Mar 20, 2025 9:57 pm
- Forum: Technical Help
- Topic: [1.1.110] Steam doesn't want to downgrade from 2.0 back to 1.0
- Replies: 3
- Views: 400
Re: [1.1.110] Steam doesn't want to downgrade from 2.0 back to 1.0
You can also Download Archived Versions directly from the Factorio Website. The ZIP flavors are self-contained, so you can run different Versions side-by-side without conflicts.
Good Luck!
Good Luck!