... 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 ...
Search found 1439 matches: catch up
Searched query: +catch +up
- Fri Jun 19, 2026 9:44 pm
- Forum: Not a bug
- Topic: [2.0.76] Prioritize higher-quality robots for tasks
- Replies: 1
- Views: 96
- Tue Jun 16, 2026 12:41 pm
- Forum: Technical Help
- Topic: [2.0.72] Random flashing rectangles when decoratives are on
- Replies: 3
- Views: 690
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 ...
It's a lot harder to catch them outside of Factorio, since I don't have a way to reproduce them ...
- 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: 209
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 ...
- 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: 881
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 ...
the first 2 hours you are playing catchup with the research because its going so fast. After the 3rd hour your ...
- Thu Apr 30, 2026 9:03 am
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 4323
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 ...
- 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: 777
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 ...
- Sun Apr 26, 2026 3:16 pm
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 4323
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 ...
- Sun Apr 26, 2026 1:36 pm
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 4323
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 ...
- Mon Apr 06, 2026 12:40 pm
- Forum: Duplicates
- Topic: [2.0.76] Remote view completely broken/not working
- Replies: 1
- Views: 259
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.
- Wed Apr 01, 2026 12:39 pm
- Forum: Gameplay Help
- Topic: Can a Splitter place items in a 2:1 ratio?
- Replies: 3
- Views: 856
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 ...
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 ...
- Fri Feb 27, 2026 10:47 am
- Forum: Outdated/Not implemented
- Topic: Distance = Enemy with quality (and less)
- Replies: 2
- Views: 1182
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 ...
- Sun Feb 15, 2026 6:37 am
- Forum: Modding help
- Topic: Understanding Lua
- Replies: 11
- Views: 2341
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 ...
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 ...
- Sat Jan 31, 2026 11:22 pm
- Forum: Modding help
- Topic: Unable to calculate player speed on concrete and unsure why
- Replies: 0
- Views: 486
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 ...
local UPDATE_INTERVAL = 30 ...
- 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: 585
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 ...
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 ...
- Wed Jan 21, 2026 3:28 pm
- Forum: Ideas and Suggestions
- Topic: More train conditions
- Replies: 0
- Views: 456
More train conditions
... to use the suggested template.
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item ... or more than 1 fluid type, if relevant). This is useful to automatically catch mistakes in large networks/modpacks, and can route the train to a ...
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item ... or more than 1 fluid type, if relevant). This is useful to automatically catch mistakes in large networks/modpacks, and can route the train to a ...
- Sun Jan 04, 2026 2:46 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatic Pumpjack Beacon Placement
- Replies: 25
- Views: 4439
Re: Automatic Pumpjack Beacon Placement
... distances between all two distinct buildings in the layout and sum them up. If the buildings are closer together, i consider it more efficient ... other buildings in the layout. The smaller the better.
But here is the catch: It is not possible to get the smallest amount of beacons for the same ...
But here is the catch: It is not possible to get the smallest amount of beacons for the same ...
- 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: 462
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 ...
- 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: 12478
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: 2332
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: 183
- Views: 87794
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.