- 01-06-2025, 23-41-27.png (959.45 KiB) Viewed 98 times
Search found 203 matches
- 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
Sorry for the crappy quality. It is a friends Discord stream
- 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...
- 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.)
- 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...
- 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 (...
- 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!
- 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.
- 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.
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.
- 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...
- 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...
- 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?
- 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...
- 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)
- 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...
- 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)
The game launches for 300seconds+ for me and I just turned it off (Lazy bastard)
- 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...
- 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 ...
- 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:
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.
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.
- 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
Through this report 118177
Through this report 118177
- Fri Nov 22, 2024 7:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Portable solar panel not affected by per-planet insolation
- Replies: 5
- Views: 2318