Search found 2517 matches: catch up
Searched query: +catch +up
- Fri Oct 24, 2025 2:42 pm
- Forum: Bug Reports
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 2
- Views: 214
Re: [2.0.72] Holmium solution's base_color is incorrectly defined
Oh so that's why it always felt off, nice catch hope this gets fixed 
- Fri Oct 24, 2025 11:19 am
- Forum: Won't implement
- Topic: Allow more than one filter on fluid_boxes
- Replies: 12
- Views: 1813
Re: Allow more than one filter on fluid_boxes
... every single fluidbox in the game would need memory allocated to support a dynamic number of filters which is outside of what we want to ... depending on their type. There are drawbacks to this technique, but it's just enough for my purposes. Remember to catch your barreling recipes too.
- Fri Oct 24, 2025 10:45 am
- Forum: Not a bug
- Topic: [2.0.69] Logistic Robots service empty chests
- Replies: 1
- Views: 106
[2.0.69] Logistic Robots service empty chests
... just to leave empty handed.
In the screen recording I managed to catch a few of them doing so, but at peak there were several dozens if not ... cargo size and due to the sheer amount of material,
robots have to interrupt their journeys to recharge... maybe some of this is also interfering with ...
In the screen recording I managed to catch a few of them doing so, but at peak there were several dozens if not ... cargo size and due to the sheer amount of material,
robots have to interrupt their journeys to recharge... maybe some of this is also interfering with ...
- Fri Oct 24, 2025 7:50 am
- Forum: Show your Creations
- Topic: Space Platform - USS Enterprise (NCC-1701)
- Replies: 1
- Views: 146
Space Platform - USS Enterprise (NCC-1701)
... ammo creation.
In some specific case, if the ammo production can't keep up and gets low on belts, fuel production will stop, platform will slow down, so that ammo production can catch up, and get back to speed when ready.
Platform weight is 610 tons with storage space for 240 stacks of items and ...
In some specific case, if the ammo production can't keep up and gets low on belts, fuel production will stop, platform will slow down, so that ammo production can catch up, and get back to speed when ready.
Platform weight is 610 tons with storage space for 240 stacks of items and ...
- Tue Oct 21, 2025 1:10 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The EcoLab, research block with cursed 125% yield
- Replies: 3
- Views: 880
Re: The EcoLab, research block with cursed 125% yield
Good catch! Yes it's about 33% increase.Gladaed wrote: Sat Oct 18, 2025 2:49 pm Wouldn't this be 1 + 0.25 + 0.0625 + 0.0151425 +... Yield? Sum_n=0^inf(1/(2n)²)
As the 0.25 recycled yield is recycled infinite numbers of times..
- Sun Oct 19, 2025 11:58 pm
- Forum: Pending
- Topic: Bug with train stations
- Replies: 1
- Views: 109
Bug with train stations
Hello everyone! I use interruptions to automize my factory, but i faced a problem with fluid stations. After train arrives at station, it gets stuck ... shiuld i fix it? Sorry for phone video, built-in screen recorder doesn't catch the blinking. In the first seconds of video two words "ожидает" and ...
- Fri Oct 17, 2025 5:44 pm
- Forum: Technical Help
- Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
- Replies: 8
- Views: 415
Re: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
I wish I knew that before I did my tests)Donion wrote: Fri Oct 17, 2025 5:27 pm You can enable the show-detailed-info debug (press F4) option. There is a line saying which track is currently playing and if the game keeps going after the crash like you mentioned in your first post, maybe you could catch which track caused the crash.
- Fri Oct 17, 2025 5:27 pm
- Forum: Technical Help
- Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
- Replies: 8
- Views: 415
Re: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
... a line saying which track is currently playing and if the game keeps going after the crash like you mentioned in your first post, maybe you could catch which track caused the crash.
That being said, after looking into it, it's crashing in a place that doesn't make sense to me, it just shouldn't ...
That being said, after looking into it, it's crashing in a place that doesn't make sense to me, it just shouldn't ...
- Wed Oct 08, 2025 12:49 pm
- Forum: Duplicates
- Topic: [2.0.69][win64] Radar drawing 320kW when under powered
- Replies: 2
- Views: 176
Re: [2.0.69][win64] Radar drawing 320kW when under powered
Similar to 125970, the entity is trying to “catch up” to the steady-state consumption rate; but since the charge bar is less than 100% it must “draw” a little bit extra.
- Sat Oct 04, 2025 12:14 pm
- Forum: Not a bug
- Topic: Why can an inserter Enable/Disable wirelessly based on Logistics network content but a Requester chest can not?
- Replies: 2
- Views: 195
Re: Why can an inserter Enable/Disable wirelessly based on Logistics network content but a Requester chest can not?
This is not a bug. To disable requester chest means it’s removed from the logistic network logic and once that’s done it means it can’t *read* the network contents to disable itself.
It’s a catch 22, it has to be enabled to disable itself.
It’s a catch 22, it has to be enabled to disable itself.
- Wed Oct 01, 2025 12:02 am
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 815
Re: Module slots for Agricultural Towers
... can be used, as you could have a tower that harvests slower than the output of its field, so the speed module could make it work faster to catch up.
- Fri Sep 26, 2025 11:18 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2238
Re: Let's talk train design
I just stumbled about this topic. And I actually set up a trainsystem with that idea:
- Empty trains wait central depot stations.
- Requester ... a lot of circuitry to realize such a system, and a lot of fine tuning to catch potential borderline cases. And there are many of those.
My solution ...
- Fri Sep 26, 2025 8:56 pm
- Forum: Gameplay Help
- Topic: Let's talk train design
- Replies: 28
- Views: 2238
Re: Let's talk train design
I just stumbled about this topic. And I actually set up a trainsystem with that idea:
- Empty trains wait central depot stations.
- Requester stations ... a lot of circuitry to realize such a system, and a lot of fine tuning to catch potential borderline cases. And there are many of those.
My solution ...
- Empty trains wait central depot stations.
- Requester stations ... a lot of circuitry to realize such a system, and a lot of fine tuning to catch potential borderline cases. And there are many of those.
My solution ...
- Sat Sep 20, 2025 12:54 pm
- Forum: Show your Creations
- Topic: Fast Promethium ship at 760km/s and 27k spm
- Replies: 0
- Views: 483
Fast Promethium ship at 760km/s and 27k spm
... editor:
https://i.ibb.co/mVmf7FWx/a.png
Blueprint
It regularly farms promethium at 600,000km+, making ~960k science every ~35 minutes. The catch is it requires 24+ levels of stronger explosion, 20+ levels of laser, asteroid productivity 30, and railgun speed 10.
Other features:
- Safe egg ...
https://i.ibb.co/mVmf7FWx/a.png
Blueprint
It regularly farms promethium at 600,000km+, making ~960k science every ~35 minutes. The catch is it requires 24+ levels of stronger explosion, 20+ levels of laser, asteroid productivity 30, and railgun speed 10.
Other features:
- Safe egg ...
- Mon Sep 15, 2025 5:13 pm
- Forum: Not a bug
- Topic: Artillery Exploration doesn't reveal some map areas
- Replies: 1
- Views: 214
Re: Artillery Exploration doesn't reveal some map areas
Thanks for the report. This is due to the chunk generation limit and how fast the game will generate them. You simply need to wait a few moments/a minute or two and it will catch up.
- Thu Sep 11, 2025 4:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.66] Crash/ScreenFreeze on startup
- Replies: 3
- Views: 382
[2.0.66] Crash/ScreenFreeze on startup
I was working on my mod development. When I booted up factorio, during data stage, my whole screen straight up froze, l then turned black. I had a ... not the first time this happens, but it is the first time I was able to catch a decent log file to actually diagnose. See attached.
I had mods, but ...
I had mods, but ...
- Fri Sep 05, 2025 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Robots falling from the sky could make things catch fire
- Replies: 2
- Views: 333
Re: Robots falling from the sky could make things catch fire
This sounds like the Robot Attrition mod, with extra fire. :twisted:
From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}
I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
- Fri Sep 05, 2025 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Robots falling from the sky could make things catch fire
- Replies: 2
- Views: 333
Re: Robots falling from the sky could make things catch fire
This sounds like the Robot Attrition mod, with extra fire. :twisted:
From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}
I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}
I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
- Fri Sep 05, 2025 1:27 pm
- Forum: Ideas and Suggestions
- Topic: Robots falling from the sky could make things catch fire
- Replies: 2
- Views: 333
Robots falling from the sky could make things catch fire
... and the debris fall on the ground, it could make things where it lands catch fire.
It would work on the biters because they are not super smart and they would attack the drones flying over them, so when they destroy one, the debris of the drone would fall on them and it could create a fire that ...
It would work on the biters because they are not super smart and they would attack the drones flying over them, so when they destroy one, the debris of the drone would fall on them and it could create a fire that ...
- Wed Sep 03, 2025 5:35 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 40088
Re: Ban quality modules from asteroid crushers
... the first mod, “no quality cheesing”, actually did implement this in an update, it’s just poorly documented.
It's indeed not written anywhere that ... to grab the filtered chunks. I tried ships "so slow they have time to catch EVERY chunk" too which means many collectors and turrets are often ...
It's indeed not written anywhere that ... to grab the filtered chunks. I tried ships "so slow they have time to catch EVERY chunk" too which means many collectors and turrets are often ...