Search found 363 matches

by MEOWMI
Mon Aug 04, 2025 6:34 pm
Forum: Releases
Topic: Version 2.0.63
Replies: 3
Views: 4039

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: 734

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: 877

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: 1032

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 ...
by MEOWMI
Wed Jul 23, 2025 1:59 pm
Forum: Not a bug
Topic: In-game Search (CNTRL-F) does not list Uranium-235/238
Replies: 4
Views: 305

Re: In-game Search (CNTRL-F) does not list Uranium-235/238

Works properly for me. In the logistics map view (ctrl+L), then search (ctrl+F), typing "uran". Including highlighting the exact chests on the map. Version 2.0.60.
by MEOWMI
Tue Jul 22, 2025 5:29 pm
Forum: Gameplay Help
Topic: Logistics bots not taking short paths for loading rockets?
Replies: 10
Views: 431

Re: Logistics bots not taking short paths for loading rockets?

In my experience, if I truly need haste, I will simply have dedicated silos loaded by inserters. In slightly less urgent cases, I have a buffer chest with the required items next to the silo, and bots will reliably take from there and rapidly load the rocket, as otherwise bots can occasionally take ...
by MEOWMI
Fri Jul 18, 2025 8:35 pm
Forum: General discussion
Topic: Gleba!
Replies: 9
Views: 1008

Re: Gleba!

One of the first things I did after getting Gleba running was place down speakers, programmed to alert if seeds or bacteria were low. It was instrumental in preventing complete shutdowns, because as you also noted, there are a lot of things that can go wrong, and it took many fixes before I got it ...
by MEOWMI
Sun Jun 22, 2025 12:10 pm
Forum: Ideas and Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 22
Views: 3430

Re: Train condition progress should look clearer when at 100%

Minor improvement but it's pretty reasonable.

Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
by MEOWMI
Thu Jun 12, 2025 12:35 pm
Forum: Pending
Topic: Glitching inserters on space platform
Replies: 2
Views: 324

Re: Glitching inserters on space platform

I'm pretty sure you're low on power. I'm guessing it's trying to match the position of items on the belt but runs into issues at low power.
by MEOWMI
Wed Jun 11, 2025 11:47 pm
Forum: Ideas and Suggestions
Topic: Freeform tree planting
Replies: 1
Views: 330

Re: Freeform tree planting

You can already plant seeds by hand, just not with bots, which I assume is a deliberate choice.
by MEOWMI
Tue Jun 03, 2025 10:52 am
Forum: Ideas and Suggestions
Topic: Radar should be moved to logistic tab
Replies: 7
Views: 1290

Re: Radar should be moved to logistic tab

In the past, the radar was a military target and that meant it would always be targeted by enemies, but that was changed I think with 2.0.

It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).
by MEOWMI
Mon May 12, 2025 12:17 pm
Forum: Releases
Topic: Version 2.0.48
Replies: 9
Views: 6703

Re: Version 2.0.48

FactorioBot wrote: Mon May 12, 2025 10:38 am Killed landmines now explode. (121065)
Huge for Gleba.
by MEOWMI
Sat May 10, 2025 5:44 pm
Forum: Ideas and Suggestions
Topic: Fix Inconsistent Ghost Cursor Behavior
Replies: 4
Views: 625

Re: Fix Inconsistent Ghost Cursor Behavior

There is a setting, that is not active by default (or at least wasn't back in the day), which says something to the effect of selecting an item as a ghost if you have it in your hotbar and click on it but don't actually have any of it in your inventory. This is specifically for when you are not in ...
by MEOWMI
Thu May 01, 2025 5:44 pm
Forum: Not a bug
Topic: [2.0.43] Electromagnetic plant does not produce higher quality items
Replies: 4
Views: 469

Re: [2.0.43] Electromagnetic plant does not produce higher quality items

Going by the numbers in the screenshots, this has about a 0.5% chance of occurring, in other words, you were very unlucky!
by MEOWMI
Thu Apr 24, 2025 4:26 pm
Forum: General discussion
Topic: How pros approach the game?
Replies: 20
Views: 4623

Re: How pros approach the game?

For me, by far the best way to make a fully optimize build and understand how it works is the editor. Nothing beats jumping into the editor and making a build and then testing it with the options to speed up the game.

Prior to this, it may be that additional calculations are needed for me to ...
by MEOWMI
Sun Mar 30, 2025 9:32 pm
Forum: General discussion
Topic: deterministic lockstep
Replies: 6
Views: 944

Re: deterministic lockstep


Sorry, another question, is there a reason why the server/client must have the exact same data and CRCs?


Once you have deterministic lockstep, the entire game can be simulated perfectly, without errors, and any remaining errors are due to existing errors in data or data corruption, and any one ...
by MEOWMI
Thu Mar 27, 2025 2:44 pm
Forum: Gameplay Help
Topic: How to deal with space platforms that get hit very rarely?
Replies: 7
Views: 976

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 ...
by MEOWMI
Wed Mar 26, 2025 2:55 pm
Forum: Releases
Topic: Version 2.0.43
Replies: 10
Views: 14016

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.
by MEOWMI
Thu Mar 20, 2025 11:39 am
Forum: Releases
Topic: Version 2.0.42
Replies: 3
Views: 10517

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 ...
by MEOWMI
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: 67
Views: 9435

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 ...

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