Search found 2501 matches: catch up
Searched query: +catch
ignored: up
- 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: 175
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: 175
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: 175
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: 29118
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 ...
- Thu Aug 28, 2025 6:20 pm
- Forum: Bug Reports
- Topic: [2.0.60] Red Dot (enemy) on Map but there is nothing there
- Replies: 14
- Views: 697
Re: [2.0.60] Red Dot (enemy) on Map but there is nothing there
I've had the same thing happen several times. I'll see if I can catch it in a replay at some point if I remember.
- Tue Aug 26, 2025 4:19 pm
- Forum: Modding discussion
- Topic: Reached id limit for quality
- Replies: 5
- Views: 393
Reached id limit for quality
... the used engine in the background could have some problems but then it's up to the user who has gone far beyond the regular "limits".
So at last I ... of the affected code within the engine so it's up to you Wube, to catch up on this medium one.
It would help everybody at the end and I would ...
So at last I ... of the affected code within the engine so it's up to you Wube, to catch up on this medium one.
It would help everybody at the end and I would ...
- Tue Aug 26, 2025 7:37 am
- Forum: Energy Production
- Topic: <1.3GW fusion setup optimized for underutilized case (e.g. ships)
- Replies: 4
- Views: 555
<1.3GW fusion setup optimized for underutilized case (e.g. ships)
This is a compact fusion setup optimized for efficiency. It gets a consistent +245% neighborhood bonus on average for vastly underutilized load (tested on a ~20MW drain). The catch is that it can't generate the full 1.4GW reliably. This is achieved by buffering plasma with over-built generators while ...
- Sun Aug 17, 2025 10:01 pm
- Forum: Modding interface requests
- Topic: Add surface_conditions on items - desintegrate if not met on surface change
- Replies: 3
- Views: 414
Re: Add surface_conditions on items - desintegrate if not met on surface change
... It solves the fact that at a certain point, every additional planet becomes somewhat trivial when you can import everything.
I think you can make it a spoilable item and turn into a temporary item with a spoil trigger, them use event to catch where it happen and turn it into correct item
I think you can make it a spoilable item and turn into a temporary item with a spoil trigger, them use event to catch where it happen and turn it into correct item
- Sun Aug 03, 2025 4:37 pm
- Forum: Ideas and Suggestions
- Topic: generic quality upgrade planner
- Replies: 1
- Views: 179
generic quality upgrade planner
TL;DR
Upgrade planners currently forbid to create generic quality upgrade rules. Please remove this restriction.
Longer version
As leveling up ... currently supports quality upgrade of specific buildings, but I want a catch-all quality upgrade rule applying to all buildings. The selector that ...
Upgrade planners currently forbid to create generic quality upgrade rules. Please remove this restriction.
Longer version
As leveling up ... currently supports quality upgrade of specific buildings, but I want a catch-all quality upgrade rule applying to all buildings. The selector that ...
- Tue Jul 29, 2025 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Configurable process priority
- Replies: 4
- Views: 300
Configurable process priority
... option: process priority that Factorio will configure for itself on startup.
What?
You know that process priorities that you may configure for ... to configure video output, audio output and make sure what YT will not catch any processing lags. The latter can be done either by raising 'TV'-media ...
What?
You know that process priorities that you may configure for ... to configure video output, audio output and make sure what YT will not catch any processing lags. The latter can be done either by raising 'TV'-media ...
- Mon Jul 28, 2025 7:09 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 1404
Re: How to get rid of item less than 100% health?
... improvements in this area, to keep things “automatable”. Here are a couple of options that come to mind:
Damaged items become ineligible for ... the inserter or machine its contents. This doesn’t automate the fix but it lets the player catch the problem faster than noticing a factory is stuck.
Damaged items become ineligible for ... the inserter or machine its contents. This doesn’t automate the fix but it lets the player catch the problem faster than noticing a factory is stuck.
- Mon Jul 28, 2025 6:27 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 1404
Re: How to get rid of item less than 100% health?
I've had this happen on Gleba, when buildings being super force deconstructed took damage from Boompuffs. It just so happened the Boompuffs got ... was just that I had to have the knowledge and presence of mind to catch it. I don't think there was any automatic way for me to prevent it. It ...
- Mon Jul 28, 2025 6:15 pm
- Forum: Gameplay Help
- Topic: How to get rid of item less than 100% health?
- Replies: 21
- Views: 1404
Re: How to get rid of item less than 100% health?
I've had this happen on Gleba, when buildings being super force deconstructed took damage from Boompuffs. It just so happened the Boompuffs got ... was just that I had to have the knowledge and presence of mind to catch it. I don't think there was any automatic way for me to prevent it. It ...
- Sat Jul 26, 2025 6:44 pm
- Forum: Technical Help
- Topic: [2.0.60] Low FPS but only in multiplayer
- Replies: 6
- Views: 399
Re: [2.0.60] Low FPS but only in multiplayer
It stopped rendering to catch up to the server.
- Wed Jul 23, 2025 9:27 am
- Forum: Show your Creations
- Topic: Space Platforms
- Replies: 138
- Views: 53760
Re: Space Platforms
... instead of problems.
Unfortunately the sick is back and it's laying me up again. So I kind of thought I might play catch up on the "what I've done with platforms while dealing with life." Husky was done as a 8 nuclear cell, and that's kind of the mark of the extremely sick that will appear on some ...
Unfortunately the sick is back and it's laying me up again. So I kind of thought I might play catch up on the "what I've done with platforms while dealing with life." Husky was done as a 8 nuclear cell, and that's kind of the mark of the extremely sick that will appear on some ...
- Wed Jul 16, 2025 3:04 pm
- Forum: General discussion
- Topic: Slowrun challenge
- Replies: 1
- Views: 531
Slowrun challenge
... is to see how little 'play time' it takes to launch a rocket. The catch is that you're allowed to run Factorio in the background for as long as you want.
Different ways of measuring playtime could be used, I suppose, such as number of 'actions' (craft something, put some structure down, etc ...
Different ways of measuring playtime could be used, I suppose, such as number of 'actions' (craft something, put some structure down, etc ...
- Tue Jul 15, 2025 5:50 pm
- Forum: Technical Help
- Topic: How to add png files on a Mac?
- Replies: 3
- Views: 252
How to add png files on a Mac?
... leads me to believe that the only way I'm able to get out of this catch-22 is by adding the necessary png files. That or hope the mod dev updates soon...
I'm certainly NOT the most technically savvy, and can't make it past the "main menu" as all the instructions I can find are written in PC ...
I'm certainly NOT the most technically savvy, and can't make it past the "main menu" as all the instructions I can find are written in PC ...
- Thu Jun 26, 2025 7:18 pm
- Forum: Modding help
- Topic: How to create prototypes without quality?
- Replies: 2
- Views: 305
Re: How to create prototypes without quality?
... to "False" to prevent Quality Modules' usage? This is done for Oil Processing Recipes only; I'm not sure if there's extra logic anywhere else to catch all-fluid recipes in Mods... It is still possible to manually pick a higher-tier-ingredient for such recipes.
If you really want to prevent these ...
If you really want to prevent these ...
- Thu Jun 19, 2025 12:44 am
- Forum: Ideas and Suggestions
- Topic: More Circuit Conditions for the Agricultural Tower
- Replies: 1
- Views: 314
More Circuit Conditions for the Agricultural Tower
... connect your agricultural towers to the circuit network-- but there's a catch.
The tower doesn't differentiate planting and harvesting-- they're ... This means that, to prevent premature harvests, you also can't stock up on planted fruit without a very finicky clock system.
Having these as ...
The tower doesn't differentiate planting and harvesting-- they're ... This means that, to prevent premature harvests, you also can't stock up on planted fruit without a very finicky clock system.
Having these as ...
- Thu Jun 12, 2025 3:38 pm
- Forum: Modding help
- Topic: Prototype/Sound#aggregation Documentation
- Replies: 5
- Views: 1434
Re: Prototype/Sound#aggregation Documentation
lua really make my dyslexia hurt badly, I don't know why linter didn't catch it, Thanks a lot