[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 ...
Search found 13 matches
- 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
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
[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 ...
- 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 ...
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 ...