Search found 203 matches

by Brambor
Mon Jan 06, 2025 10:43 pm
Forum: Gameplay Help
Topic: [2.0.29] Achievement triggered, showing 19M/20M
Replies: 0
Views: 98

[2.0.29] Achievement triggered, showing 19M/20M

01-06-2025, 23-41-27.png
01-06-2025, 23-41-27.png (959.45 KiB) Viewed 98 times
Sorry for the crappy quality. It is a friends Discord stream
by Brambor
Mon Jan 06, 2025 6:18 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 52
Views: 11788

Re: Auto-launching of mixed rockets

The vanilla game simply lacks the ability to do that. - Mixed rockets never auto launch, even if the rocket contains all the items that are needed on the platform. - You cannot tell a rocket to launch with circuits - You cannot communicate between orbit and planet. The planet can only read what the...
by Brambor
Fri Jan 03, 2025 2:13 pm
Forum: Ideas and Suggestions
Topic: Group productivity bonuses per research
Replies: 11
Views: 541

Re: Merge productivity bonuses that are of the same type

Agreed. (Technically the other is duplicate of this since this is an earlier report.)
by Brambor
Fri Jan 03, 2025 1:10 pm
Forum: Ideas and Suggestions
Topic: Group productivity bonuses per research
Replies: 11
Views: 541

Re: Merge productivity bonuses that are of the same type

Only reason I can see is that they are made in different machines. Once again, look at belt stack size bonus and mining productivity, where different machines and completely different entities are combined. However, from user perspective there is no reason to make them separate. And they could proba...
by Brambor
Thu Dec 12, 2024 4:25 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 52
Views: 11788

Automatically send mixed rocket

"send rocket when full" Usecase: 1. produce 1000 science on Gleba of varying quality 2. Load it into a rocket and automatically launch it (when full) to a platform that is requesting all the different qualities of science. 3. The space platform goes to next stop, when it has 1000 science (...
by Brambor
Tue Dec 10, 2024 6:03 pm
Forum: Assigned
Topic: [Lou][2.0.24] Oil refineries can be placed on ice platforms without concrete
Replies: 4
Views: 388

Re: [2.0.24] Oil refineries can be placed on ice platforms without cement

I did not. I wanted to rule out the obvious. Thanks for confirming!
by Brambor
Tue Dec 10, 2024 4:37 pm
Forum: Assigned
Topic: [Lou][2.0.24] Oil refineries can be placed on ice platforms without concrete
Replies: 4
Views: 388

Re: [2.0.24] Oil refineries can be placed on ice platforms without cement

You can hover over the ground and click alt. That will open the wiki and tell you what platform it is.
by Brambor
Tue Dec 10, 2024 4:36 pm
Forum: Assigned
Topic: [Lou][2.0.24] Oil refineries can be placed on ice platforms without concrete
Replies: 4
Views: 388

Re: [2.0.24] Oil refineries can be placed on ice platforms without cement

Can you build other structures there?

Aquilo doesn't always require concrete. Just when the platform is ice-platform. There is a lot of a studier platform in the middle of Aquilo you can place anything on without concrete.
by Brambor
Tue Dec 10, 2024 4:29 pm
Forum: Technical Help
Topic: [2.0.24] Space platform foundations left on map
Replies: 6
Views: 321

Re: [2.0.24] Space platform foundations left on map

In sandbox, you can "be" there with the invisible avatar. That rescans it and the tiles disappear. I am sure it is related to scanning/radar coverage. Just like this https://forums.factorio.com/120644. But this one is easily reproducible and fixable and wrong. Developers state there: So, y...
by Brambor
Tue Dec 10, 2024 2:39 pm
Forum: Technical Help
Topic: [2.0.24] Space platform foundations left on map
Replies: 6
Views: 321

Re: [2.0.24] Space platform foundations left on map

This is so annoying and is definitely a bug (but the dev's disagree, see https://forums.factorio.com/118405) Our cases are not the same. Linked case https://forums.factorio.com/118405 is about ghosts, this is about built entities. And the final comment: All surfaces have "fog of war" beca...
by Brambor
Tue Dec 10, 2024 2:35 pm
Forum: Technical Help
Topic: [2.0.24] Space platform foundations left on map
Replies: 6
Views: 321

Re: [2.0.24] Space platform foundations left on map

Wait, why is this in Technical help? Did I misclick? Could somebody move it to Bug reports?
by Brambor
Tue Dec 10, 2024 1:13 pm
Forum: Technical Help
Topic: [2.0.24] Space platform foundations left on map
Replies: 6
Views: 321

[2.0.24] Space platform foundations left on map

12-10-2024, 13-56-32.png Reproduction steps: Have nothing on a platform. Expand the plaform like 40 tiles south. Order deconstruction of everything on the platform. Observe: There are artefacts left on the map. Factorio_ Space Age 2.0.24 2024-12-10 14-05-24.mp4 Reading https://forums.factorio.com/1...
by Brambor
Tue Dec 03, 2024 1:40 pm
Forum: Bug Reports
Topic: [2.0.23] Specific item lanches not launching but are accounted for
Replies: 9
Views: 412

Re: Specific item lanches not launching but are accounted for

The images are not loading for me. Consider putting them into your post directly (paste with ctrl+v didn't work for a while, but it does again! OR drag and drop AND wait for it to upload)
by Brambor
Tue Dec 03, 2024 1:35 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.23] Spoilage (should be) auto trashed from a rocket silo when different item is requested
Replies: 1
Views: 746

[Genhis][2.0.23] Spoilage (should be) auto trashed from a rocket silo when different item is requested

12-03-2024, 14-02-23.png First of all: this is misleading 12-03-2024, 14-14-34.png 12-03-2024, 14-14-57.png It is not on the way, the rocket is stuck on the launch pad. Bug reproduction Flux will spoil.zip Reproduction: 1. Place request flux on a space platform. 2. Place 1000 flux into logistic sto...
by Brambor
Sat Nov 23, 2024 8:23 pm
Forum: Ideas and Suggestions
Topic: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)
Replies: 3
Views: 236

Re: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)

It might be resolved now [2.0.21]. I noticed some improvement but didn't investigate further.

The game launches for 300seconds+ for me and I just turned it off :) (Lazy bastard)
by Brambor
Sat Nov 23, 2024 5:39 pm
Forum: Duplicates
Topic: [2.0.21] Wrigglers frozen mid attack
Replies: 1
Views: 148

[2.0.21] Wrigglers frozen mid attack

There are wrigglers scattered all over the map. They look like a frozen wave. I think they attacked the outpost, but then a tree got harvested, or maybe something else destroyed the harvester building. I didn't replicate it, if it is not straightforward, I will try the ideas I suggested. Video of th...
by Brambor
Sat Nov 23, 2024 1:55 pm
Forum: Ideas and Suggestions
Topic: Drag and drop logistic request across groups
Replies: 5
Views: 262

Drag and drop logistic request across groups

Untitled.png On this picture, if I want to move efficiency module from 1 group to another I have to: 1. Delete it from the first group 2. Set it up in the other group What I want: 1. Drag 2. Drop It is not just here. It is personal logistics too. Expected implementation: When the drag finishes (it ...
by Brambor
Fri Nov 22, 2024 9:23 pm
Forum: Ideas and Suggestions
Topic: Group productivity bonuses per research
Replies: 11
Views: 541

Merge productivity bonuses that are of the same type

Here we see the bonuses window:
Untitled.png
Untitled.png (302.43 KiB) Viewed 541 times
I marked bonuses (connected them with a line) that should be merged, just like mining prod and inserter capacity. These are from the same research for the same thing.
by Brambor
Fri Nov 22, 2024 7:59 pm
Forum: Ideas and Suggestions
Topic: Expose Solar bonus and other in power armor
Replies: 1
Views: 262

Re: Expose Solar bonus and other in power armor

Fixed in 2.0.21
Untitled.png
Untitled.png (106.33 KiB) Viewed 162 times
Through this report 118177

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