Search found 82 matches
- Tue Aug 19, 2025 11:46 pm
- Forum: Not a bug
- Topic: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks
- Replies: 5
- Views: 581
Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks
Since you manually intervened to disconnect the networks you can manually intervene to reconnect them, disable and re-enable orbital requests, or disable and re-enabled the platforms logistic requests.
Well, I solved the problem for my save file, if that's what you mean. I think I just ...
- Tue Aug 19, 2025 11:32 pm
- Forum: Not a bug
- Topic: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks
- Replies: 5
- Views: 581
Re: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks
The logic will not request from a silo unless the silo already has the items it needs or the network its in has the items it needs for at least 1 rocket. If you can provide a save file that shows that's not working I'd love to see it.
There's another bit of context I forgot to add: briefly, the ...
- Sun Aug 17, 2025 3:55 am
- Forum: Not a bug
- Topic: [2.0.60] Bad rocket silo priority when planet has multiple logistics networks
- Replies: 5
- Views: 581
[2.0.60] Bad rocket silo priority when planet has multiple logistics networks
1. Set up a Fulgora with two disconnected logistics networks, A and B, with a rocket silo in each.
2. Put tons of item X in network B.
3. Have a space platform request item X from the planet.
Outcome: the space platform gets stuck thinking that item X is on its way to be delivered. But the logistics ...
2. Put tons of item X in network B.
3. Have a space platform request item X from the planet.
Outcome: the space platform gets stuck thinking that item X is on its way to be delivered. But the logistics ...
- Wed Aug 13, 2025 2:08 am
- Forum: Duplicates
- Topic: [2.0.60] Quality probabilities hardcoded with 10%
- Replies: 2
- Views: 250
[2.0.60] Quality probabilities hardcoded with 10%
The Factoriopedia page called "Quality probabilities" shows how quality levels can be skipped (e.g. tier 1 --> tier 3) with a reduced chance. The table implies that the chance of going up one tier is X, two tiers is X^2, three tiers is X^3, et cetera.
After doing some testing, I found out that the ...
After doing some testing, I found out that the ...
- Wed Aug 06, 2025 7:04 am
- Forum: Duplicates
- Topic: [2.0.63] Beacon transmission efficiency is impacted by empty beacons
- Replies: 1
- Views: 180
[2.0.63] Beacon transmission efficiency is impacted by empty beacons
It's an intended mechanic that the transmission efficiency of beacons has diminishing returns when multiple beacons affect a machine. However, these diminishing returns are applied even when a beacon is empty.
Steps to reproduce:
- Place an assembly machine. Hover over to see its "Crafting speed ...
Steps to reproduce:
- Place an assembly machine. Hover over to see its "Crafting speed ...
- Wed Aug 06, 2025 12:02 am
- Forum: Not a bug
- Topic: [2.0.63] Space platform not fulfilling some cargo landing pad requests
- Replies: 1
- Views: 175
[2.0.63] Space platform not fulfilling some cargo landing pad requests
The space platform incorrectly ignores some logistics requests from the cargo landing pad.
Steps to reproduce:
1. Park an empty space platform (SP) over Nauvis.
2. Empty the Nauvis cargo landing pad (CLP).
3. Set up a SP logistics request for 1 stack of X from Nauvis.
4. Set up a SP logistics ...
Steps to reproduce:
1. Park an empty space platform (SP) over Nauvis.
2. Empty the Nauvis cargo landing pad (CLP).
3. Set up a SP logistics request for 1 stack of X from Nauvis.
4. Set up a SP logistics ...
- Sun Nov 17, 2024 8:31 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 72
- Views: 27450
Re: Auto-launching of mixed rockets
Our opinions are not mutually exclusive.
I think they are. If they released before it was ready and didn't tell us, it wouldn't be very transparent would it?
I thought Kovarex was pretty clear when he said things to the effect of 'well we [Wube] like it at least' and 'a studio very rarely ...
- Sat Nov 16, 2024 8:18 pm
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 72
- Views: 27450
Re: Auto-launching of mixed rockets
Our opinions are not mutually exclusive.
- Sat Nov 16, 2024 12:42 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 72
- Views: 27450
Re: Auto-launching of mixed rockets
This would be so easily fixed by having the rocket silo accept any payload greater than 900kg for automatic launch, and it would just launch the first available 'mixed bag' of requested items that fulfills that requirement.
I think they just didn't finish Space Age and must have released it early ...
I think they just didn't finish Space Age and must have released it early ...
- Sat Nov 16, 2024 12:31 am
- Forum: Ideas and Suggestions
- Topic: Document space drag somewhere in the factoriopedia, and the concept in Tips & Tricks
- Replies: 2
- Views: 840
Re: Document space drag somewhere in the factoriopedia, and the concept in Tips & Tricks
Better idea: remove space drag.
- Fri Nov 15, 2024 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Add a second recipe for fruit processing that makes only seeds
- Replies: 6
- Views: 1251
Re: Add a second recipe for fruit processing that makes only seeds
The one part that is exceedingly annoying, and maybe not that well thought through IMO, is that reseeding the farming cranes is an absolute pain without requester chests. Maybe it would have been fine if the cranes themselves could post a logistic request for seeds, but even then you need to have ...
- Fri Nov 15, 2024 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Circuit Network Functionality to Solve Space Platform Logistics
- Replies: 9
- Views: 4641
Re: Advanced Circuit Network Functionality to Solve Space Platform Logistics
I seem to remember that there was an FFF where a dev said they were too lazy to add more than one wirelessly transmitted circuit signal per surface. You make a good point that the existence of logistic groups probably lays the foundation for them to easily add a more powerful wireless circuit network.
- Fri Nov 15, 2024 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
- Replies: 10
- Views: 4677
Re: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
I consider this a bug.
Your suggestion is clearly the correct way to do this. It's not a wait condition if it's just ignored anyway.
Your suggestion is clearly the correct way to do this. It's not a wait condition if it's just ignored anyway.
- Sun Nov 10, 2024 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Add "Allowed modules" and "Set modules" circuit options to assembler
- Replies: 4
- Views: 1198
Re: Add "Allowed modules" and "Set modules" circuit options to assembler
I've encountered similar problem when I've tried playing with quality ingredients before leaving the Nauvis. I was hoping to make an intelligent smelting array to balance quality outputs of a factory.
I do however agree with the opinion that bots are OP, so I'd like to suggest adding a switch to ...
- Sun Nov 10, 2024 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Add lightning collector equipment
- Replies: 5
- Views: 1497
Re: Add lightning collector equipment
I like it.
Have a 1x6 'portable lightning rod' that acts like a regular lightning rod, just centred on the player and it charges the suit battery.
At present, you kinda have to get a portable fission reactor before going to Fulgora and I see no good reason for that.
Have a 1x6 'portable lightning rod' that acts like a regular lightning rod, just centred on the player and it charges the suit battery.
At present, you kinda have to get a portable fission reactor before going to Fulgora and I see no good reason for that.
- Sun Nov 10, 2024 5:38 am
- Forum: Gameplay Help
- Topic: Cannot get yumako farm to work.
- Replies: 5
- Views: 3917
Re: Cannot get yumako farm to work.
Probably just bad luck.
Each fully-grown plant gives you 50 fruit, and each fruit has a (base) 2% chance to produce a seed. On average, each fruit gives exactly one seed. From a fully-grown plant, you have: roughly a 1/3 chance of getting 0 seeds, roughly 1/3 chance of getting 1 seed, and roughly 1 ...
Each fully-grown plant gives you 50 fruit, and each fruit has a (base) 2% chance to produce a seed. On average, each fruit gives exactly one seed. From a fully-grown plant, you have: roughly a 1/3 chance of getting 0 seeds, roughly 1/3 chance of getting 1 seed, and roughly 1 ...
- Sat Nov 09, 2024 6:58 am
- Forum: Ideas and Suggestions
- Topic: Allow logistics transfers between space platforms
- Replies: 46
- Views: 25223
Re: Is it possible to transfer cargo between different space platforms on the same planet's orbit ?
No, it is not possible.
You make a good point about collecting small requests.
You make a good point about collecting small requests.
- Fri Nov 08, 2024 1:46 am
- Forum: Balancing
- Topic: Biter expansion too aggressive
- Replies: 6
- Views: 2628
Re: Biter expansion too aggressive
Welp, I had a big worm spawn and take down a wall when I was on another planet. Some time later, biters had set up all their old bases within large walled-off portion of the map. This really ought to be fixed/rebalanced.
You can remote drive a tank (and you can equip it with a roboport), so ...
- Fri Nov 08, 2024 1:44 am
- Forum: Gameplay Help
- Topic: Cargo Landing Pad circuit logic & logistics
- Replies: 8
- Views: 8269
Re: Cargo Landing Pad circuit logic & logistics
You're doing it wrong :)
The devs only want you to use logistic bots to do everything with the silo. I know the circuit options are present but they're essentially non-functional as you've noticed. There are other things that you can't do, like load processing units, rocket fuel or low-density ...
- Thu Nov 07, 2024 4:25 am
- Forum: Balancing
- Topic: Biter expansion too aggressive
- Replies: 6
- Views: 2628
Re: Biter expansion too aggressive
Welp, I had a big worm spawn and take down a wall when I was on another planet. Some time later, biters had set up all their old bases within large walled-off portion of the map. This really ought to be fixed/rebalanced.