Search found 1445 matches: catch up

Searched query: +catch +up

by worph
Thu Aug 06, 2026 8:36 am
Forum: Releases
Topic: Version 2.1.13
Replies: 39
Views: 9055

Re: Version 2.1.13



It can catch them with the long range if you're lucky

Could it be possible to make the alert also trigger if the scan updates a chunk and finds that new bases have since been added?


I tested the new feature earlier. And I intuitively understand wanting it to work like this.

However. With the ...
by BHakluyt
Sun Jul 26, 2026 2:36 pm
Forum: Off topic
Topic: A1 sl0p!? + Factorio = Quantum Survival?
Replies: 52
Views: 6543

Re: AI slop!? + Factorio = Quantum Survival?

... png

Please note this mod might have errors I have not come upon yet. Some late game weapons need more testing etc. I have not tested the ... usage"`. 9. [ ] Run Factorio 2.1 with `--check-unused-prototype-data` to catch deprecated or unlinked properties. 10. [ ] Test in-game with `/cheat all ...
by boskid
Thu Jul 23, 2026 7:05 pm
Forum: Minor issues
Topic: [2.1.11] Programmable priority splitters cause belt decompression at odd points
Replies: 5
Views: 580

Re: [2.1.11] Programmable priority splitters cause belt decompression at odd points

... in order for gap to not open first the downstream transport line needs to update and then the upstream one. One line moving does not move items on ... is a lot of gaps created because the downstream line moves faster than the upstream line and as such the items are unable to catch up and close the gap.
by h.q.droid
Wed Jul 08, 2026 3:42 am
Forum: General discussion
Topic: Towards a newer, better space casino in 2.1
Replies: 10
Views: 1924

Towards a newer, better space casino in 2.1

I fired up ghidra and researched for random number manipulation possibilities again in 2.1, and found interesting changes. In short, the global quality ... promethium chunk upcycling, by manipulating recycler output as well. The catch is:

- Between the state-leak tick and the manipulation tick, i.e ...
by 32583279
Tue Jun 23, 2026 7:59 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 388
Views: 61603

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint


I read all comments in this thread (took me some time to catch up) and I think the main reason for the huge debate is actually the long development cycle. There will always be players who like or dislike a particular change, especially when it nerfs a commonly used feature. In the early days of ...
by ickputzdirwech
Tue Jun 23, 2026 3:00 pm
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 388
Views: 61603

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

I read all comments in this thread (took me some time to catch up) and I think the main reason for the huge debate is actually the long development cycle. There will always be players who like or dislike a particular change, especially when it nerfs a commonly used feature. In the early days of Factorio ...
by Xeinaemm
Fri Jun 19, 2026 9:44 pm
Forum: Not a bug
Topic: [2.0.76] Prioritize higher-quality robots for tasks
Replies: 1
Views: 252

[2.0.76] Prioritize higher-quality robots for tasks

... if the machine has more than 16 bioflux.

This happy fellow will end up in the cycle:
1. "Something's changed, I'm going back."
2. Fly 20 meters
3 ... s changed; I'm going back."

It wouldn't be a problem if I could catch these little creatures, but not every robot can be caught by asking it ...
by Yodo
Tue Jun 16, 2026 12:41 pm
Forum: Technical Help
Topic: [2.0.72] Random flashing rectangles when decoratives are on
Replies: 7
Views: 2831

Re: [2.0.72] Random flashing rectangles when decoratives are on

To follow up on this, I still get the flashing rectangles with that particular save if "show decoratives" is on, but I also (very rarely) see a flashing ... a fan control program, but I disabled it now).

It's a lot harder to catch them outside of Factorio, since I don't have a way to reproduce them ...
by niciel
Thu Jun 04, 2026 8:18 am
Forum: Duplicates
Topic: Core Space Age expansion fails to initialize during assignID cascade when external mod (bio-oil) drops mandatory technol
Replies: 1
Views: 315

Core Space Age expansion fails to initialize during assignID cascade when external mod (bio-oil) drops mandatory technol

... prerequisite, forcing a defensive hard lock to prevent save state corruption. Rather than neutralizing the rogue third-party script, the engine's ... be smart enough to protect the official DLC. It should automatically catch the faulty mod (bio-oil), place it in quarantine/disable it, and allow ...
by scout694
Sun May 10, 2026 4:40 am
Forum: Show your Creations
Topic: 4 hour 47 min launch time solo with this map and blueprint 2nd run.
Replies: 0
Views: 1545

4 hour 47 min launch time solo with this map and blueprint 2nd run.

... time(surprised me because i thought i had set it for no enemy.) I rev'ed up the speed cut production and spent an hour setting down defenses. and was ... the west and underground pipe it in.

the first 2 hours you are playing catchup with the research because its going so fast. After the 3rd hour your ...
by mmmPI
Thu Apr 30, 2026 9:03 am
Forum: Gameplay Help
Topic: Asteroid spawning implementation
Replies: 10
Views: 4981

Re: Asteroid spawning implementation

... it's a bit particular because i think then no asteroids will ever "catch up" with your ship. Those that are spawn "behind" it, will just be left behind, whereas there will constantly "new" asteroid spawned in the front of your ship". So it look like what you observed. Maybe also the game just ...
by elliottcable
Wed Apr 29, 2026 4:20 pm
Forum: Technical Help
Topic: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"
Replies: 5
Views: 919

Re: [2.0.76] Crash loading save: "Error LogisticPointFilters.cpp:239: Requested filter not present"

... sure it's actually a missing guard-clause - just something that could catch and throw in a cleaner way; not really a critical issue. (Again, for me, this matters not at all; a simple forced-migration cleared it up, and I've moved on. Only reporting on the off-chance it helps track down a minor, or ...
by Yess
Sun Apr 26, 2026 3:16 pm
Forum: Gameplay Help
Topic: Asteroid spawning implementation
Replies: 10
Views: 4981

Re: Asteroid spawning implementation

... it's a bit particular because i think then no asteroids will ever "catch up" with your ship. Those that are spawn "behind" it, will just be left behind, whereas there will constantly "new" asteroid spawned in the front of your ship". So it look like what you observed. Maybe also the game just ...
by BlueTemplar
Sun Apr 26, 2026 1:36 pm
Forum: Gameplay Help
Topic: Asteroid spawning implementation
Replies: 10
Views: 4981

Re: Asteroid spawning implementation

... it's a bit particular because i think then no asteroids will ever "catch up" with your ship. Those that are spawn "behind" it, will just be left behind, whereas there will constantly "new" asteroid spawned in the front of your ship". So it look like what you observed. Maybe also the game just ...
by Rseding91
Mon Apr 06, 2026 12:40 pm
Forum: Duplicates
Topic: [2.0.76] Remote view completely broken/not working
Replies: 1
Views: 326

Re: [2.0.76] Remote view completely broken/not working

This looks similar to 133221 - you likely just have to wait a few minutes for map generation to catch up.
by Tertius
Wed Apr 01, 2026 12:39 pm
Forum: Gameplay Help
Topic: Can a Splitter place items in a 2:1 ratio?
Replies: 3
Views: 1056

Re: Can a Splitter place items in a 2:1 ratio?

... gets its proper share. If you halt one output belt then release, it will catch up!

04-01-2026, 14-33-04.png

Right combinator; cast output belts to L and R, and with the outputs you define which ratio you want. In this case 2x R and 1x L as output defines a 1:2 ratio.
04-01-2026, 14-33-44.png ...
by Green Cat
Fri Feb 27, 2026 10:47 am
Forum: Outdated/Not implemented
Topic: Distance = Enemy with quality (and less)
Replies: 2
Views: 1483

Distance = Enemy with quality (and less)

... pollution is being checkL every chunk, tree, and tile forever, destroying UPS. Plus as you will see, i suggested alternative for this issue and this ... them since again, this is now a faster demolisher, and if it still can't catch you, it stop... and now goes back to... your base to level it. On top ...
by Pi-C
Sun Feb 15, 2026 6:37 am
Forum: Modding help
Topic: Understanding Lua
Replies: 11
Views: 2701

Re: Understanding Lua

... be condensed into a single thing if someone was to go through and "clean up" the various entries)

You should distinguish between results on the one ... amount of the item returned are sufficient in this case.

There is one catch, though: if both results and result / count are defined, only the things ...
by Utahjarhead
Sat Jan 31, 2026 11:22 pm
Forum: Modding help
Topic: Unable to calculate player speed on concrete and unsure why
Replies: 0
Views: 585

Unable to calculate player speed on concrete and unsure why

... ignoring the slower speeds of things like Fulgora's oil oceans. It does catch the flying speed properly, but doesn't grant run bonuses based on the ... point me in the right direction so I can learn from what I've hosed up. Please let me know what I am doing wrong.

local UPDATE_INTERVAL = 30 ...
by reduke
Mon Jan 26, 2026 9:04 am
Forum: Outdated/Not implemented
Topic: Trains should never stop on a sixpence, and other related suggestions
Replies: 1
Views: 735

Trains should never stop on a sixpence, and other related suggestions

... their damage? - would be more realistic, and would also help repair bots catch up!)

For (re)pathing/routing/reservation scenarios, the braking point should always be considered to be sacrosanct and not interfered with by anything else, and this should resolve most sixpence stops (nb: it is possible ...

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