Search found 13 matches

by Adam.Podstavka
Wed Apr 02, 2025 5:09 pm
Forum: Gameplay Help
Topic: Controls issue - "Build ghost" acts partially like "Super-forced build"
Replies: 1
Views: 72

Controls issue - "Build ghost" acts partially like "Super-forced build"

[2.0.43]
Hi all,
In late game I've run to an issue when I cannot place ghosts as I am used to - blue parts gets placed as ghost, red parts of blueprint are not placed, whatever is beneath gets preserved.

This happens because I have researched cliff explosives and foundations - and so I can build ...
by Adam.Podstavka
Mon Mar 31, 2025 9:54 pm
Forum: Ideas and Suggestions
Topic: Allow logistics transfers between space platforms
Replies: 43
Views: 18957

Re: Allow logistics transfers between space platforms

+1 to the suggestion

Same as many others I was surprised by lack of this option in the game. After 300 hours spent in Space Age I understand it is not necessary, but I would still utilize it for several of my in-game projects.

I would not mind if there would be cost related - same as for drop ...
by Adam.Podstavka
Sun Feb 23, 2025 9:00 am
Forum: Gameplay Help
Topic: Platform requests not working and UI for wait conditions confusing
Replies: 2
Views: 186

Re: Platform requests not working and UI for wait conditions confusing


The accumulators are set to import from Nauvis, not Fulgora. You have to change the import planet for all items where the game guesses wrong.

That said I also found the "requests fulfilled" set of conditions confusing and will generally just make conditions on cargo amounts.


Oh wow, that is ...
by Adam.Podstavka
Sun Feb 23, 2025 8:00 am
Forum: Gameplay Help
Topic: Platform requests not working and UI for wait conditions confusing
Replies: 2
Views: 186

Platform requests not working and UI for wait conditions confusing

[2.0.32] As many other players I was twisting my brain a lot around wait conditions, both for trains and platforms.

First the name "wait condition" is ambivalent itself. It can have directly opposite meanings: fulfilled condition means waiting (sounds more logical to me), or waiting for condition ...
by Adam.Podstavka
Thu Feb 20, 2025 12:01 pm
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Re: Thruster fluid behavior

Oh wow, that helps a lot. Thank you Muche for sharing your knowledge so thoroughly! I had no idea entities like steam engine can pass through water.. I knew they can consume+passthrough steam, similar to uranian ore mines with sulfuric acid, but all this allowing other-than-required liquid pass ...
by Adam.Podstavka
Wed Feb 19, 2025 3:53 pm
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Re: Thruster fluid behavior



For 5) the Alt or hover-over UI fluid icon representation does not work consistently with rest of the game, as there are 2 possible fluids mentioned.

As I noted, it works consistently with the exception of pump . Everywhere else it's an indication of which fluid the machine works with, not ...
by Adam.Podstavka
Wed Feb 19, 2025 1:33 pm
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Re: Thruster fluid behavior


I would categorize fluids-related entities as follows:
1) outputs fluid - output of boiler & heat exchanger , offshore pump , pumpjack , outputs of chemical plant , oil refinery , assembling machines 2 & 3
2) accepts some fluids only, one way - inputs of chemical plant , oil refinery , assembling ...
by Adam.Podstavka
Wed Feb 19, 2025 12:06 pm
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)



4) This, your first gif is actually one i can agree with. Why does right side thruster remain completely empty when other thruster has 2 types of fluid in it. You could file that as a bug. Include also savefile.

The behaviour shown in NotFilledRightThruster.gif is correct tho.

The fuel goes ...
by Adam.Podstavka
Wed Feb 19, 2025 11:46 am
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)


As you want, but at least i didn't really understand your message fully. Also they may consider fluid mixing a resolved topic already, as something that is not part of the game anymore. If you see any mixing, fix the setup to prevent mixed connections. In your case that is already a mixed one that ...
by Adam.Podstavka
Wed Feb 19, 2025 10:59 am
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)




Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.


Hi Zaflis ...
by Adam.Podstavka
Wed Feb 19, 2025 10:20 am
Forum: This Forum
Topic: Steam pinned thread with broken links to this forum
Replies: 0
Views: 230

Steam pinned thread with broken links to this forum

not sure where to post this minor issue, so here goes:

Pinned Steam discussion thread "Report bugs on the Factorio Forum" by Klonan contains broken links to this forum

https://steamcommunity.com/app/427520/discussions/5/358415738201315725/

known issues link is broken - steam://openurl_external ...
by Adam.Podstavka
Wed Feb 19, 2025 9:44 am
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 675

Thruster fluid behavior

Split off of https://forums.factorio.com/117703

[2.0.32] Hi everyone, several hours I am trying to figure out those freaking thrusters. I have 4 issues currently with them, first time using them in my life btw.
Must say though that in about 10 years of playing Factorio this is first game breaking ...
by Adam.Podstavka
Thu May 24, 2018 3:39 am
Forum: Ideas and Requests For Mods
Topic: Manual trains stop at signals.
Replies: 8
Views: 4653

Re: Manual trains stop at signals.

Didn't they add a "go to station" mode in 0.15? (not tried it myself) that would obey signals and everything and stop when it gets to the destination.

Lets put it this way, driving manually is like driving a car manually on the road, just because the light is red doesn't mean the car stops ...

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