Search found 347 matches
- Thu Mar 27, 2025 2:44 pm
- Forum: Gameplay Help
- Topic: How to deal with space platforms that get hit very rarely?
- Replies: 5
- Views: 258
Re: How to deal with space platforms that get hit very rarely?
I guess the best you can do is hop into editor mode and test the ship at 64x speed for a while. You will want to make sure that your ship can get both repair packs and replacement equipment, because in the long run it is likely that something is going to get hit and destroyed. You wanna not have to ...
- Wed Mar 26, 2025 2:55 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 9
- Views: 5207
Re: Version 2.0.43
Seeing the Gleba spore changes in action, this is the first time I can really say that I feel Gleba is properly balanced.
- Thu Mar 20, 2025 11:39 am
- Forum: Releases
- Topic: Version 2.0.42
- Replies: 3
- Views: 5102
Re: Version 2.0.42
As usual, a lot of great fixes.
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics ...
Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).
This in particular had been on my mind for a month or so now. Are you psychics ...
- Sat Mar 15, 2025 4:17 pm
- Forum: General discussion
- Topic: [Poll] Would you be happy to pay for more official planets and expansions?
- Replies: 35
- Views: 3125
Re: [Poll] Would you be happy to pay for more official planets and expansions?
I struggle to see how anyone would vote no, if there were more expansions and they were of the same high quality, but I think that's also the catch: It would be an enormous amount of work.
A second expansion would be exponentially more difficult to execute well on and just as much more work. The ...
A second expansion would be exponentially more difficult to execute well on and just as much more work. The ...
- Fri Mar 14, 2025 2:22 am
- Forum: General discussion
- Topic: Unbeatable anti-cheat.
- Replies: 11
- Views: 1003
Re: Unbeatable anti-cheat.
This is so interesting to hear. I'd thought about it several times, and it makes sense that it should hold up quite well, but I had no proof that it would work this well.
- Tue Mar 11, 2025 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner for out of resouce mining drills.
- Replies: 2
- Views: 483
Re: Deconstruction planner for out of resouce mining drills.
This is a small QoL, but it could be useful.
For now, as a workaround, you can connect miners to the circuit network, and use that to activate a speaker. It's quite useful, especially if you worry about having to check up on the ore field to see if it's running out.
Not quite sure how this works ...
For now, as a workaround, you can connect miners to the circuit network, and use that to activate a speaker. It's quite useful, especially if you worry about having to check up on the ore field to see if it's running out.
Not quite sure how this works ...
- Mon Feb 17, 2025 10:08 pm
- Forum: Ideas and Suggestions
- Topic: Cliff explosives alternative around blue science
- Replies: 19
- Views: 926
Re: Cliff explosives alternative around blue science
You can do this in the form of a nuclear reactor. They explode if destroyed at higher than 900 degrees, and the explosion will destroy nearby cliffs.Milichip wrote: Mon Feb 17, 2025 7:36 pm Having crappier but early cliff explosives would just be a nice option, that's all.
- Fri Feb 07, 2025 8:11 am
- Forum: Balancing
- Topic: base health of rocket turret is too low
- Replies: 6
- Views: 879
Re: base health of rocket turret is too low
I do agree it just feels too low no matter how you look at it. You could even double the HP and they would still not be too strong. So... actually doubling their health is actually an outright realistic suggestion! That's just how extremely low their HP is!
The critical weaknesses of rocket turrets ...
The critical weaknesses of rocket turrets ...
- Wed Feb 05, 2025 5:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Bots fail to build land mines on Gleba
- Replies: 5
- Views: 936
Re: [Lou][2.0.33] Bots fail to build land mines on Gleba
Thanks for fixing!
If you are sure with your specific steps, could you maybe send a save with the blueprint and place where you observed the behaviour?
(If you are willing to look into it further, I would recommend placing some water canes on the margins of tiles in editor)
I simply copy pasted ...
If you are sure with your specific steps, could you maybe send a save with the blueprint and place where you observed the behaviour?
(If you are willing to look into it further, I would recommend placing some water canes on the margins of tiles in editor)
I simply copy pasted ...
- Mon Feb 03, 2025 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Bots fail to build land mines on Gleba
- Replies: 5
- Views: 936
Re: [2.0.33] Bots fail to build land mines on Gleba
in most stuck mine ghosts the issue seems to be missing landfill(ghosts). I discovered that in some cases landfill ghost can be removed without removing the landmine ghosts, which might be the cause of this.
Do you remember what method you used for building the mines (manual physical, remote ...
- Fri Jan 31, 2025 9:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Bots fail to build land mines on Gleba
- Replies: 5
- Views: 936
[Lou][2.0.33] Bots fail to build land mines on Gleba
Construction bots will occasionally fail to build land mines (on Gleba in this case).
They seem very much stuck permanently, until manually canceled (and can seemingly cause further construction orders to be stuck as a result too). In my experience, this usually happens in locations close to edges ...
They seem very much stuck permanently, until manually canceled (and can seemingly cause further construction orders to be stuck as a result too). In my experience, this usually happens in locations close to edges ...
- Tue Dec 10, 2024 10:46 pm
- Forum: Not a bug
- Topic: [2.0.9] Decider combinator bug
- Replies: 10
- Views: 1217
Re: [2.0.9] Decider combinator bug
I personally did find it useful to have Anything as the output signal, but I may not be informed of all the intricacies of this matter.
- Sat Nov 30, 2024 2:00 am
- Forum: Pending
- Topic: [2.0.21] Bug rendering items on the belt (?)
- Replies: 4
- Views: 456
Re: [2.0.21] Bug rendering items on the belt (?)
Are you talking about the "boundary" with how the items on it are drawn, in the middle of the lower belt? The clusters on each side are rendered slightly differently and look kinda different when you look closely. I've seen that frequently too, but I assume there's some sort of reason for it. I ...
- Tue Nov 26, 2024 12:56 am
- Forum: General discussion
- Topic: Eggs spoiling... in space?
- Replies: 1
- Views: 512
Re: Eggs spoiling... in space?
They actually survive there (strangely enough). Sometimes they're neutral, but they can start attacking things, and if they destroy the platform hub, the platform is lost.
- Fri Nov 22, 2024 12:51 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 107
- Views: 30997
Re: Friday Facts #438 - Space Age wrap up
Thanks for the soundtrack update! It is great to hear the pieces in full glory, even as I type this.
Thanks for all the bug fixes, I've seen the amount of small issues go down drastically!
I also look forward to the last small additions you have in mind.
It's really been a delight!
Thanks for all the bug fixes, I've seen the amount of small issues go down drastically!
I also look forward to the last small additions you have in mind.
It's really been a delight!
- Wed Nov 20, 2024 2:54 am
- Forum: Duplicates
- Topic: [2.0.20] smart bot update doesn't consider bots running out of power
- Replies: 2
- Views: 318
Re: [2.0.20] smart bot update doesn't consider bots running out of power
I have seen this several times as well. I don't know how fixable it is, but it does look kind of odd when it happens.
- Wed Nov 20, 2024 2:37 am
- Forum: Balancing
- Topic: Went to Gleba first -- how to deal with stompers?
- Replies: 16
- Views: 8498
Re: Went to Gleba first -- how to deal with stompers?
I have been told it's important that mines are further away, prior to when the enemies aggro to turrets, for them to be properly effective. Explosives are a great choice anyway, and as such, rocket turrets and explosive damage upgrades should most likely be high priority.
For me, running around and ...
For me, running around and ...
- Wed Nov 13, 2024 3:35 am
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 31
- Views: 7260
Re: Posibility to take and and add items to the Cargo Bay
My first thought was how incredibly powerful it would be, when I first thought to try it. It makes sense that it's not allowed, it would be basically overpowered, both on planets and on space platforms. Pretty much all of my ship designs would have been reduced to "add cargo bays and don't bother ...
- Tue Nov 12, 2024 6:43 pm
- Forum: Releases
- Topic: Version 2.0.17
- Replies: 25
- Views: 12877
Re: Version 2.0.17
Quite many nice changes! I notice a lot of the small things every few days, and it sure is nice every time! Thanks again.
- Sun Nov 10, 2024 2:59 pm
- Forum: Technical Help
- Topic: [2.0.15] Lower UPS than someone with same CPU
- Replies: 4
- Views: 618
Re: [2.0.15] Lower UPS than someone with same CPU
Factorio is indeed limited by memory speed more often than CPU. You'll have to compare your hardware specs in more detail, in particular, RAM memory.