Search found 2530 matches: catch up
Searched query: +catch +up
- Sun Dec 07, 2025 5:36 am
- Forum: Modding help
- Topic: I would like flame turrets to catch on fire and then explode.
- Replies: 1
- Views: 147
Re: I would like flame turrets to catch on fire and then explode.
You can make flamethrower turrets heal biters instead of damaging them
. Technically also not a nerf since they'll be able to heal buildings if they're near biters
- Sat Dec 06, 2025 11:45 pm
- Forum: Modding help
- Topic: I would like flame turrets to catch on fire and then explode.
- Replies: 1
- Views: 147
I would like flame turrets to catch on fire and then explode.
... won't fire unless awoken. My favorite side effect of this is assuming a nearby base is perfectly harmless, until a single bot flies over it, wakes up all the units, who then begin an artillery bombardment of comedic proportions. I have of course set Lamps as military targets, so the first thing ...
- Sat Nov 29, 2025 8:09 am
- Forum: Ideas and Suggestions
- Topic: Read distance from/to planets from the space platform hub
- Replies: 14
- Views: 1586
Re: Read distance from/to planets from the space platform hub
[Koub] Nice catch, thanks, merged both threads.
- Sun Nov 16, 2025 10:31 am
- Forum: Off topic
- Topic: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
- Replies: 12
- Views: 9140
Re: [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained
... sometimes perform better than humans already now. Such kind of traps sets up situations where it's mostly going to catch humans off guard imo.
The text in OP is easily identified as AI slop by other AIs, you can try on online detectors , they all seem to detect it with fairly good certainty. But ...
The text in OP is easily identified as AI slop by other AIs, you can try on online detectors , they all seem to detect it with fairly good certainty. But ...
- Wed Nov 12, 2025 1:58 am
- Forum: Ideas and Suggestions
- Topic: Button to Copy Train to Blueprint
- Replies: 4
- Views: 1783
Add a button to trains to blueprint them.
... unless I am missing something obvious, I have to either stop or catch up to a train, then select the blueprint tool, then select it, then tick the box to show the train in the blueprint and untick the rails, and then I can finally use the blueprint to place the train.
I feel that it would be a ...
I feel that it would be a ...
- Sun Nov 09, 2025 11:10 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 181
- Views: 56617
Re: Ability to craft lower quality with higher quality
... if we instead limited the output quality of a machine?
For example, set up a circuit to an assembler. The value of signal Q determines the maximum ... red circuits (for crafting blues)? Reduce the maximum quality of the greens to allow the high quality reds to catch up a bit. That sort of thing.
For example, set up a circuit to an assembler. The value of signal Q determines the maximum ... red circuits (for crafting blues)? Reduce the maximum quality of the greens to allow the high quality reds to catch up a bit. That sort of thing.
- Sun Nov 09, 2025 1:56 pm
- Forum: Bug Reports
- Topic: [2.0.72] on_undo_applied is not fired for wire connections under certain circumstances
- Replies: 0
- Views: 242
[2.0.72] on_undo_applied is not fired for wire connections under certain circumstances
... by script the next tick after it was connected and I want to undo it (not 'really' undo it, since the connection is already gone, but I want to catch the event for further scripting), the on_undo_applied event is not fired. However, the action is still in the undo stack and the floating text ...
- Sat Nov 08, 2025 3:57 pm
- Forum: Ideas and Suggestions
- Topic: Programmable Speaker alert signal variables
- Replies: 13
- Views: 5654
Re: Programmable Speaker alert signal variables
... fear if that would be possible, someone already would have done this... :-/
Or maybe manipulate a programmable speaker at runtime to set a different message dynamically...? Or catch a custom alert fired by the speaker and fire another alert, this time with a somehow dynamically determined message...?
Or maybe manipulate a programmable speaker at runtime to set a different message dynamically...? Or catch a custom alert fired by the speaker and fire another alert, this time with a somehow dynamically determined message...?
- Fri Nov 07, 2025 7:10 pm
- Forum: Ideas and Suggestions
- Topic: MP Dedicated Server - Autosave when no players are connected
- Replies: 10
- Views: 4759
[Suggestion] Autosave for Host when paused for more than 1 Minute
... sometimes the Server Host falls asleep during the session, and it takes up to 15 minutes (in our particular case) of waiting time until I am certain ... paused for less than a minute, like the manual pause I do when i need to catch up due to latency spikes in my transatlantic internet connection.
Why ...
Why ...
- Fri Nov 07, 2025 1:14 pm
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 44
- Views: 2816
Re: AI generated assets and disclosure
... currently, and this new one would be no different. I don't expect it to catch every AI generated asset, but it'd be helpful for people wishing to ... mods are very often shared, and the work of several person that can end up in another one's mod, you wouldn't be asking for something that in ...
- Fri Nov 07, 2025 6:10 am
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 44
- Views: 2816
Re: AI generated assets and disclosure
... currently, and this new one would be no different. I don't expect it to catch every AI generated asset, but it'd be helpful for people wishing to ... it an act of kindness, and an easy out for people who otherwise might be upset when they get a few hours into your mod and are unpleasantly surprised ...
- Mon Nov 03, 2025 7:11 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 9175
Re: Make promethium spoil, and quickly
... would never stop.
But my suggestion, quickly spoiling promethium, would eliminate any possibility for any kind of long term storage. It would be a catch-all. Spoiling is the one thing that motivates people to do this, so if even stricter spoiling also awaited them if they tried the trick, then the ...
But my suggestion, quickly spoiling promethium, would eliminate any possibility for any kind of long term storage. It would be a catch-all. Spoiling is the one thing that motivates people to do this, so if even stricter spoiling also awaited them if they tried the trick, then the ...
- Sat Nov 01, 2025 3:43 am
- Forum: Translations
- Topic: [2.0.72] Map search is giving inconsistent result
- Replies: 5
- Views: 1064
Re: [2.0.72] Map search is giving inconsistent result
Ah, good catch. So the bug is in the translation and not in the game. I'll go ahead and suggest a corrected translation in Crowdin.
- Fri Oct 24, 2025 2:42 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 690
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: 2263
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: 244
[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: 482
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: 1282
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: 245
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: 661
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.