Yeah certainly a small thing.
Similarly I have also noticed that boilers / biochambers / rail ramps can be placed on the rocket rush shop "platform" while asteroid collectors can't, with failure messages suggesting we're in an atmosphere and not space. Also not a big deal, quite possibly not even ...
Search found 15 matches
- Sat Feb 08, 2025 6:26 am
- Forum: Minor issues
- Topic: [2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview
- Replies: 2
- Views: 243
- Fri Feb 07, 2025 3:23 am
- Forum: Minor issues
- Topic: [2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview
- Replies: 2
- Views: 243
[2.0.32] Space Age Rocket Rush shows rocket control units in scenario preview
This is on 2.0.32 with Space Age and prerequisite mods but no others. The preview image for the Rocket Rush scenario shows RCUs on a belt just below the silo, but RCUs aren't a thing any more, won't help you go to space.
- Fri Nov 29, 2024 3:09 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 32
- Views: 25665
Re: [2.0.8 / space age] Send full cargo pods from space platform
if someone hasn't figured yet how to set up full cargo drops, this helped me
This is mostly the same solution as SYCLOPS and also still struggles if platform production exceeds the landing pad request. If there's more than 50 left the platform never clicks into the non-sending state.
I ended up ...
- Fri Nov 01, 2024 3:40 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 32
- Views: 25665
Re: [2.0.8 / space age] Send full cargo pods from space platform
There is probably a more elegant solution with setting requests on the planet with circuit network and having the platform wait till a certain number is reached.
Yeah I was thinking about doing a similar thing with interrupts, but this is cleaner. It's a good start even if not perfect setup ...
- Wed Oct 30, 2024 10:10 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 32
- Views: 25665
Re: [2.0.8 / space age] Send full cargo pods from space platform
Due to me expanding my cargo area early into the game
This is still just a workaround.
If someone isn't in the habit of building vastly more cargo space than they need, or arranges to not need so much, or first encounters this problem early on a different planet with no easy way to get more ...
- Sun Oct 27, 2024 8:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.41] Redundant power pole placed while building
- Replies: 11
- Views: 5321
Re: [kovarex] [1.1.41] Redundant power pole placed while building
Speedrun tech is cool and important and though I both speedrun and enjoy watching speedruns, I must reluctantly admit that a dev fixing a weird small bug is better for the game overall even if it's worse for speedrunning. If it were fixing eg a cutscene skip that forced us into a timed on-rails set ...
- Fri Oct 25, 2024 10:27 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 32
- Views: 25665
Re: [2.0.8 / space age] Send full cargo pods from space platform
I know that cargo pods are free. But it still feels weird.
Yeah this is where I am too.
I understand that there are a variety of times when you'd want to push maximum logistic supply ASAP (ie new planet, also apparently platforms are also trains with schedules & interrupts doing deliveries ...
Yeah this is where I am too.
I understand that there are a variety of times when you'd want to push maximum logistic supply ASAP (ie new planet, also apparently platforms are also trains with schedules & interrupts doing deliveries ...
- Fri Oct 25, 2024 8:17 am
- Forum: Gameplay Help
- Topic: Recipe selection with quality
- Replies: 11
- Views: 2526
Re: Recipe selection with quality
Sure, but that reads like a prior decision to play a game in a particular way, made when you'd barely started the journey.
What might it look like if the game tried to suggest that Quality be taken seriously even on the first playthrough?
If the assembler has no quality module in it, don't ...
What might it look like if the game tried to suggest that Quality be taken seriously even on the first playthrough?
If the assembler has no quality module in it, don't ...
- Thu Oct 24, 2024 11:55 am
- Forum: Gameplay Help
- Topic: Recipe selection with quality
- Replies: 11
- Views: 2526
Re: Recipe selection with quality
But this feels so odd, compared to the rest of the game.
This was also my impression, but my conclusion was that the game really really wanted me to notice that Quality was now a thing. I found adjusting muscle memory here acceptable, not as bad as putting a map on the key that used to switch ...
This was also my impression, but my conclusion was that the game really really wanted me to notice that Quality was now a thing. I found adjusting muscle memory here acceptable, not as bad as putting a map on the key that used to switch ...
- Sun Aug 11, 2024 1:01 pm
- Forum: Modding interface requests
- Topic: let mods invoke custom selection tools from themselves or other mods
- Replies: 3
- Views: 659
Re: let mods invoke custom selection tools from themselves or other mods
To add an additional use case for the LuaPlayer to complete custom cursor selections through the API, I am working on a tool assisted speedrun of Krastorio 2. TAS are implemented through the mod interface. Being able to complete a selection in the described manner with the Krastorio 2 creep ...
- Fri May 05, 2023 12:11 pm
- Forum: Duplicates
- Topic: [1.1.81] Belts under inserters pulse weird item counts
- Replies: 2
- Views: 807
Re: [1.1.81] Belts under inserters pulse weird item counts
Fair enough, the player workaround is still just "use the good setup and not the weird ones" and that works out fine.
- Fri May 05, 2023 11:33 am
- Forum: Duplicates
- Topic: [1.1.81] Belts under inserters pulse weird item counts
- Replies: 2
- Views: 807
[1.1.81] Belts under inserters pulse weird item counts
Having an inserter grab from the same tile of belt that's pulsing a contents value to the circuit network is outputting the whole belt contents when only one new item flows in.
The "good" setup is:
have items flowing down a belt and put into a chest by an inserter (capacity 1)
wire the 2nd to ...
The "good" setup is:
have items flowing down a belt and put into a chest by an inserter (capacity 1)
wire the 2nd to ...
- Sun Feb 06, 2022 12:43 am
- Forum: Mods
- Topic: [0.17+] Spaceblock
- Replies: 5
- Views: 9120
Re: [0.17+] Spaceblock
Just finished a run of Spaceblock 0.3.9 with 1.1.53 base Factorio version, enjoyed it a lot. No major issues of any kind, a couple of slightly rough edges I thought I'd note.
1/ First off, pumpjack, burner & electric miners all still exist
These can't ever be used, are kind of just traps. Maybe ...
1/ First off, pumpjack, burner & electric miners all still exist
These can't ever be used, are kind of just traps. Maybe ...
- Sun May 10, 2020 2:40 am
- Forum: Mods
- Topic: [MOD 0.16.x] Factorio Extended Plus
- Replies: 52
- Views: 76421
Re: [MOD 0.16.x] Factorio Extended Plus
So Factorio Extended Plus is cool, I like the way it adds to the gameplay but not to the learning curve, and makes the Upgrade Planner really worthwhile. I ended up with some balance / pacing notes after a couple of playthroughs though.
Gun Turrets 2 is a really strong tech .
Like, way strong ...
Gun Turrets 2 is a really strong tech .
Like, way strong ...
- Thu Apr 23, 2020 11:31 am
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 20757
Re: [MOD 0.15.x] Necromant
So this is quite a long thing, I've gone a bit deeper into the why than just the what . Necromant is cool though could perhaps be tuned a little more for pacing. Also some reflections on the endgame stockpiling issues discussed elsewhere already.
DNA processes
So the different ways to get DNA ...
DNA processes
So the different ways to get DNA ...