Search found 379 matches

by MEOWMI
Tue Jun 23, 2026 10:13 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.7] Fluids in connected storage deleted on recipe change
Replies: 5
Views: 1059

[2.1.7] Fluids in connected storage deleted on recipe change

In the new experimental 2.1.7, fluids are deleted from connected storage if a producer changes recipe.

See attached save for example (look at the fluid storage tank as the recipe automatically resets periodically).

- What did you do?
Clear a recipe by circuit control. In this case, it's the recipe ...
by MEOWMI
Fri Jun 19, 2026 3:31 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 28808

Re: Friday Facts #443 - More Planet Deliveries

Wow! These are getting even better every week, and that's not an easy bar to beat. Bravo!

One thing about the art I feel like is worth questioning, is the grunge/wear textures on the new refinery and assemblers. It feels just a bit too heavy, even for Factorio's grungy artstyle, compared to other ...
by MEOWMI
Mon Jun 15, 2026 9:17 pm
Forum: Ideas and Suggestions
Topic: Use recent OpenSSL that has no known CVEs
Replies: 6
Views: 515

Re: Use recent OpenSSL that has no known CVEs

If even one of them could actually be used as a plausible attack vector then it's worth looking into fixing. It doesn't necessarily sound like that is definitely the case but I don't know the details either.

Having said that, I would guess the developers already have looked at it to some degree and ...
by MEOWMI
Fri Jun 12, 2026 12:30 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 385
Views: 46308

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Very cool updates again! As usual, I am still a big fan of all the small details! The new rocks look so much nicer, even though the old graphics would have been totally okay!

Also very glad to finally see quality trains!

One thing I still continue to be surprised by, is how you did not realize how ...
by MEOWMI
Fri Jun 05, 2026 1:11 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21925

Re: Friday Facts #441 - Space logistics improvements

Well, I am very happy you delivered on perhaps the most notable troublesome part in Space Age. Back then, I thought it must be something you would continue working on, and I am certainly impressed with the results!

Also, when you have this many systems working together to support new developments ...
by MEOWMI
Thu May 14, 2026 12:05 am
Forum: General discussion
Topic: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change
Replies: 15
Views: 6387

Re: An Honest Review from a Modding Player — What Works, What Hurts, What Should Change

To quickly chime in: Alerts can be a problem, it is one of the bigger ones, but it does have an actual built-in solution. To disable alerts on damage taken (as opposed to entity destroyed), use this command:

/alerts disable entity_under_attack

This is not a cheat, it is a standard command, so it ...
by MEOWMI
Sun Mar 15, 2026 8:11 pm
Forum: Ideas and Suggestions
Topic: Show Battery levels of vehicles on hover.
Replies: 1
Views: 453

Re: Show Battery levels of vehicles on hover.

I kind of agree it would be quite useful. It is of similar importance to hit points and shield, yet it's hard to see at a glance. Another way to look at it, it's kind of like mana/magic points in fantasy games, which is often shown directly with the health bar.

Though, I'm not sure what exactly the ...
by MEOWMI
Sun Dec 21, 2025 5:00 pm
Forum: Ideas and Suggestions
Topic: Remove fast inserter
Replies: 17
Views: 2895

Re: Replace inserter with fast inserter

I'm not really in favor with the idea, but (civilized) discussion can be useful. The opening post doesn't seem like a thorough examination of the ramifications (everything from theoretical uses of inserters of any speed, to how their existence plays a role in more clearly guiding newer players, as ...
by MEOWMI
Mon Dec 08, 2025 3:26 pm
Forum: Implemented Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 50
Views: 13593

Re: Add setting to hide unresearched items/recipes in factoriopdia

+1

Seems like a highly useful feature for many modded games.

Also worth thinking about is a feature to highlight or somehow clearly differentiate researched VS unresearched entries. Both are similar ideas but IMHO both worth including. For a topic specifically about this second idea, see https ...
by MEOWMI
Sun Dec 07, 2025 8:53 pm
Forum: Implemented Suggestions
Topic: QoL: highlight factoriopedia recipes that are (un)locked
Replies: 3
Views: 819

Re: QoL: highlight factoriopedia recipes that are (un)locked

+1

Either this, or the ability to hide unresearched entries, or both. Preferably both.
by MEOWMI
Thu Oct 30, 2025 2:19 am
Forum: Documentation Improvement Requests
Topic: on_player_banned nil player_index
Replies: 5
Views: 1288

Re: on_player_banned nil player_index


I’ve found when comments like that exist, people take them to mean “this is the *only* time this happens” when that isn’t guaranteed.

I imagine that if it's worded like "for example..." then people will not assume that the examples shown are an exhaustive list of possible scenarios (at least I ...
by MEOWMI
Wed Oct 22, 2025 9:18 am
Forum: Balancing
Topic: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
Replies: 7
Views: 2464

Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?

Can happen due to pure chance, AFAIK there is no check to prevent this (though it's probably not impossible to beat).

If you still get problems after generating 30-50 seeds, then there might be something for real but not until then.
by MEOWMI
Thu Oct 16, 2025 4:22 am
Forum: Gameplay Help
Topic: Artillery cleaning all chunks -> no more enemy?
Replies: 5
Views: 1464

Re: Artillery cleaning all chunks -> no more enemy?

It does seem very much intended. It can happen on Nauvis too technically, but usually you have to do that deliberately. The main difficulty in normal play is distinguishing between unexplored and ungenerated chunks, but the debug setting makes for a decent way to check for it outside of editor mode ...
by MEOWMI
Thu Sep 18, 2025 7:45 am
Forum: Technical Help
Topic: Victory not achieved when reached Solar System Edge
Replies: 5
Views: 3099

Re: Victory not achieved when reached Solar System Edge

The player does not need to be present. At least, not back in December when I got the win, and I really doubt they would have changed it.


the End game achievement was not triggered.

If you're speaking specifically of the achievement, and since you were playing on a server: It's required that ...
by MEOWMI
Thu Sep 11, 2025 3:03 pm
Forum: Gameplay Help
Topic: Quality seeds
Replies: 4
Views: 1795

Re: Quality seeds

I do think the easiest thing by far is to just burn them. They're barely useful.
by MEOWMI
Mon Aug 18, 2025 5:45 pm
Forum: General discussion
Topic: People who have just one save file...why?
Replies: 34
Views: 8426

Re: People who have just one save file...why?

I was taught to keep progressive saves of newer versions, just in case the newest save gets ruined somehow. It takes a bit more space, and eventually you might have to clean up and go delete some old ones, but I find it is very worthwhile. I think my Space Exploration playthrough saves ended up ...
by MEOWMI
Mon Aug 04, 2025 6:34 pm
Forum: Releases
Topic: Version 2.0.63
Replies: 3
Views: 25336

Re: Version 2.0.63

Impressive pace indeed. Thanks again!
by MEOWMI
Fri Aug 01, 2025 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.61] Belt building broken with smart belt building disabled.
Replies: 4
Views: 1983

Re: [2.0.61] Belt building broken with smart belt building disabled.

I ran into this as well. Needless to say, I consider it a bug.
by MEOWMI
Wed Jul 30, 2025 8:33 pm
Forum: General discussion
Topic: [SA] Only research and biter eggs on Nauvis?
Replies: 13
Views: 4628

Re: [SA] Only research and biter eggs on Nauvis?

I've seen bases where people make a small island on a lake, with a landing pad, power infra, nests for eggs and then just labs. It's so small it can fit on a lake pretty comfortably and works extra well if you can find an island somewhere with uranium ore on it. It's a pretty cool concept, though I ...
by MEOWMI
Mon Jul 28, 2025 6:15 pm
Forum: Gameplay Help
Topic: How to get rid of item less than 100% health?
Replies: 21
Views: 6070

Re: How to get rid of item less than 100% health?

I've had this happen on Gleba, when buildings being super force deconstructed took damage from Boompuffs. It just so happened the Boompuffs got deconstructed first, dealing damage to nearby entities that then got removed afterwards before any other bots had time to repair them, thus placing damaged ...

Go to advanced search