but isn't the easiest solution just to have more accumulators ? and anyway, you get to nuclear so fast that you might as well skip solar all together for the most part on Nauvis. it might prove more useful on Volcanus so I wouldn't not research it, but I think that's just about it,
(I'm no ...
Search found 383 matches
- Thu Jan 02, 2025 2:21 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 686764
- Tue Dec 24, 2024 12:07 am
- Forum: Releases
- Topic: Version 2.0.28
- Replies: 12
- Views: 14395
Re: Version 2.0.28
Optimizations
Improved GUI performance when logistics status diode is part of the structure. (https://forums.factorio.com/124660)
I was puzzled and couldn't figure out what that "diode" was and only after ready the whole post linked did I get it - the little light that's next to the ...
- Sun Dec 22, 2024 6:50 am
- Forum: Ideas and Suggestions
- Topic: Interface Request: Hide minimap when hovering an entity
- Replies: 14
- Views: 1619
Re: Interface Request: Hide minimap when hovering an entity
I was thinking about this lately when I returned to play due to the expansion and my thought was that we should have a toggle (and possibly a hotkey) to hide the minimap - I found myself going into the settings during game sessions to hide and then show the minimap just to be able to see more ...
- Sun Dec 22, 2024 6:32 am
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 12824
Re: Version 2.0.25
2. move the tooltip that shows up to the left of the screen - nothing is displayed there so there is a lot of screen "real estate", so why not use it for this temporary information screen ?
FYI, pinned achievements show on the left.
Personally though, I've decreased my GUI scale and removed ...
- Sun Dec 22, 2024 5:53 am
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 12824
Re: Version 2.0.25
Please move the pin window to the left of the minimap so that I can see the entire tooltip for entities I hover over. It's so annyoing to decrease the size of the gui to read something in the tooltip and then make it big again all the time. If you add so many things to the tooltip window and it ...
- Fri Dec 20, 2024 10:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.22][minor] The tank vehicle side view shows the content under the 'deliver' instead of above the 'filter'
- Replies: 2
- Views: 328
Re: [2.0.22][minor] The tank vehicle side view shows the content under the 'deliver' instead of above the 'filter'
Thank you R - I'm glad - I think this will improve QoL which is why I reported it 

- Thu Dec 05, 2024 6:28 pm
- Forum: Duplicates
- Topic: [2.0.20] Error in pipette Tips and tricks with no key is assigned
- Replies: 2
- Views: 319
Re: [2.0.20] Tips and tricks crashes on pipette setion if no key is assigned
I have ' middle-click ' set to the pipette tool and it also crashes with the same error message -
The 'crash' occurs right after the cursor goes over the character in the 'story'. In the story, after the burner-inserter is removed (instead of being selected ?) from the hot-bar (and seems ...
The 'crash' occurs right after the cursor goes over the character in the 'story'. In the story, after the burner-inserter is removed (instead of being selected ?) from the hot-bar (and seems ...
- Fri Nov 29, 2024 10:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.22][minor] The tank vehicle side view shows the content under the 'deliver' instead of above the 'filter'
- Replies: 2
- Views: 328
[2.0.22][minor] The tank vehicle side view shows the content under the 'deliver' instead of above the 'filter'
so this is a QoL thing, I think, but it seems that the view of tank content when you hover the mouse over it needs to be above the 'filter' so it's clear which items are being delivered and which are already in the tank.
in the pictures you can see some items look like they are duplicate ...
in the pictures you can see some items look like they are duplicate ...
- Sun Nov 24, 2024 11:43 pm
- Forum: Duplicates
- Topic: [2.0.21] An error appears when viewing 'Orbital logistics' in Tips & Tricks
- Replies: 2
- Views: 304
- Sun Nov 24, 2024 9:42 pm
- Forum: Duplicates
- Topic: [2.0.21] An error appears when viewing 'Orbital logistics' in Tips & Tricks
- Replies: 2
- Views: 304
[2.0.21] An error appears when viewing 'Orbital logistics' in Tips & Tricks
when viewing the Orbital logistics 'story' in the 'Tips and Tricks' view, the story breaks when on Volcanus the mouse hovers over the Cargo Landing pad, the interface opens for a brief second and the following error appears:
error during orbital logistics view_1.JPG
error during orbital ...
error during orbital logistics view_1.JPG
error during orbital ...
- Sun Nov 24, 2024 12:05 pm
- Forum: Bug Reports
- Topic: [2.0.21] keyboard shortcut for "resume editing" in the map editor menu not working
- Replies: 0
- Views: 243
[2.0.21] keyboard shortcut for "resume editing" in the map editor menu not working
What did you do?
loaded any scenario for editing (even a new one),
hit the "toggle menu" key (Default: 'Escape'),
in the Map Editor menu tried to hit "confirm" key ((Default: 'E') - doesn't return to the editor
pressing the menu option or the 'Escape' again works,
What happened?
the ...
- Sat Nov 16, 2024 10:11 am
- Forum: Releases
- Topic: Version 2.0.19
- Replies: 31
- Views: 14348
Re: Version 2.0.19
I was just thinking the same thing for a while now, ever since I saw JD land on Fulgora1eyedking wrote: Sat Nov 16, 2024 4:29 amAwesome.FactorioBot wrote: Fri Nov 15, 2024 5:56 pm Minor Features
- Added debug option 'always-show-lightning-protection'.
Can we get a mini map toggle for always-show-lightning-protection like with pollution, pipes, etc.?

- Sat Nov 16, 2024 9:58 am
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 13045
Re: Version 2.0.18
either talk to the mod author or try re-installing the mod (remove, restart game, add and restart the game again)
- Wed Nov 06, 2024 10:40 am
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 14966
Re: Version 2.0.14
No, 2.0.14 was already stable.
but it was experimental for a bit (isn't that the case with every version first published - that it's marked as experimental at first ?) - could be that he was looking at it then. anyway, this explanation is good for any version, so I fail to understand why you ...
- Wed Nov 06, 2024 1:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.13] Space platforms trying to construct ghosts belonging to different force
- Replies: 3
- Views: 954
Re: [Rseding91] [2.0.13] Space platforms trying to construct ghosts belonging to different force
Description
When a ghost entity is placed on a space platform that does not match the space platform's force, the platform will keep "trying" to construct the said entity, including requesting the missing item for entity's construction. If the item is available, the platform will start the ...
- Tue Nov 05, 2024 12:01 am
- Forum: Releases
- Topic: Version 2.0.14
- Replies: 23
- Views: 14966
Re: Version 2.0.14
Hmm…
I've updated from 1.1.110 to 2.0.8, then to 2.0.9 and 2.0.10. Then I purchased, downloaded and installed the Space Age – DLC, which updated the game to 2.0.11.
But since then, the in game updater stopped working. Every time I check manually for updates per [About] → [Check for updates] it ...
- Wed Oct 30, 2024 10:56 am
- Forum: Ideas and Suggestions
- Topic: Better mod management client-side
- Replies: 5
- Views: 1101
Re: Better mod management client-side
I guess nothing like that will get implemented before 2.1 - a shame really,
Yes, I'd love mod groups! I often download mods for testing, and finding the mods I usually use is often not that easy in that long list...
Have you considered using modpacks ? - you can probably make them private and ...
Yes, I'd love mod groups! I often download mods for testing, and finding the mods I usually use is often not that easy in that long list...
Have you considered using modpacks ? - you can probably make them private and ...
- Wed Oct 30, 2024 1:56 am
- Forum: Documentation Improvement Requests
- Topic: CarPrototype 'working_sound' has new 'main_sounds' sound array missing some detail
- Replies: 0
- Views: 205
CarPrototype 'working_sound' has new 'main_sounds' sound array missing some detail
In release 2.0.7, there is a mention of support for multiple main sounds for entities Added support for multiple main sounds for entities' working_sound . This is used in 'CarPrototype' -> 'working_sound'
Please add an explanation about how main sounds work in relation to the car prototype (how ...
Please add an explanation about how main sounds work in relation to the car prototype (how ...
- Thu Sep 26, 2024 3:39 pm
- Forum: Ideas and Suggestions
- Topic: Better mod management client-side
- Replies: 5
- Views: 1101
Re: Better mod management client-side
I think my ideas for mod management are a bit simpler but here are mine:
1. in the manage view (at least) - be able to filter the active mods, or at least sort the mods by those active (I'm thinking at the top) - but on-demand - I don't think the order of the mod list should change as soon as I (de ...
1. in the manage view (at least) - be able to filter the active mods, or at least sort the mods by those active (I'm thinking at the top) - but on-demand - I don't think the order of the mod list should change as soon as I (de ...
- Sun Sep 15, 2024 12:22 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 23603
Re: Friday Facts #428 - Reactor & Logistics circuit control
this is not clear to me - is the condition enabling or disabling the chest ? I'm reading this as disable because that is what makes more sense to me, but I'm asking because I'm not sure :?:
And - why not use clearer text like "disable if" or "enable if" to avoid this kind of confusion ? :geek:
And - why not use clearer text like "disable if" or "enable if" to avoid this kind of confusion ? :geek: