Search found 2517 matches: catch up

Searched query: +catch +up

by Quezler
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 :D
by oobanooba
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.
by miege1000
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 ...
by Coyote
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 ...
by h.q.droid
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

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..
Good catch! Yes it's about 33% increase.
by 3nimate
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 ...
by WhiteDragon
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)

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.
I wish I knew that before I did my tests)
by Donion
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 ...
by eugenekay
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.
by Rseding91
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.
by snouz
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.
by waterBear
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 ...
by Premu
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 ...
by h.q.droid
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 ...
by Rseding91
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.
by Loup&Snoop
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 ...
by mmmPI
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 ...
by eugenekay
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 ...
by mmmPI
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 ...
by mmmPI
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 ...

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