Search found 871 matches
- Thu May 01, 2025 10:50 am
- Forum: Gameplay Help
- Topic: Quality icons for items & entities are indistinguishable
- Replies: 15
- Views: 1616
Re: Quality icons for items & entities are indistinguishable
The difference is a few pixel, but you can see when hovering that the chest is legendary, and so know the bottom right icon is for the chest's quality.
It's a bit odd but i found it more visible to check the aligment on the bottom now that i have starred at it.
I know this was a legendary chest ...
- Thu May 01, 2025 7:11 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 22
- Views: 14312
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
de-facto finite.
Right, it should be explicitly finite or actually infinite.
And that's what that was already proposed above. @eugenekay just says thet current cap is too low, so if actually making this research finite, the cap should be raised. Or, in other words, the cap should be raised ...
- Thu May 01, 2025 5:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 22
- Views: 14312
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
I certainly think that the current Effective Max is too low - but there does need to be a Limit somewhere.
Does there? It's an infinite research. If there's going to be a limit then the research itself should be finite instead of infinite, like was done with weapon shooting speed.
Have you ...
- Thu May 01, 2025 12:05 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
- Replies: 22
- Views: 14312
Re: [2.0.9][Space Age] Railgun turrets do not obey railgun speed upgrades
Still actual on 2.0.47. Technically, hand railgun benefits from this upgrade, but I don't see any reasons why it should be reserchable past the level 4 (we get +20% per upgrade, or +0.1 shot per second, to a cap of +3.6)
- Wed Apr 30, 2025 6:54 pm
- Forum: Gameplay Help
- Topic: Quality icons for items & entities are indistinguishable
- Replies: 15
- Views: 1616
Re: Quality icons for items & entities are indistinguishable
Fulgora was my first planet. I have a massive quality grinder there. And I dumped ~500 Q3 recylcers into recycler grinder and it spit more ingredients then the system could handle with normal chestsmmmPI wrote: Wed Apr 30, 2025 6:39 pm But why would you make a legendary steel chest in Fulgora ? x)
- Wed Apr 30, 2025 3:51 pm
- Forum: Gameplay Help
- Topic: Quality icons for items & entities are indistinguishable
- Replies: 15
- Views: 1616
Quality icons for items & entities are indistinguishable
This chest contains no legendary processors.
Now live with that.
- Wed Apr 30, 2025 3:12 pm
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 1008
Re: [2.0.47] Pasting space platform hub cancels enabled requests
It was done this way on purpose so when copying settings the platform doesn't immediately start requesting items from the planet and or start flying away to some other location. The player has to make a conscious choice to enable what sections they want enabled and then set the platform in motion ...
- Tue Apr 29, 2025 9:02 pm
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 1008
Re: [2.0.47] Pasting space platform hub cancels enabled requests
How I discovered this issue -- I copied space platform hub into a blueprint, copied it into a string, and duplicated interrupts via terrible Python code, then pasted updated blueprint on top of that platform.
If you are curious, this is exactly how blueprint was changed:
def update_schedule ...
- Tue Apr 29, 2025 9:00 pm
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 1008
Re: [2.0.47] Pasting space platform hub cancels enabled requests
What's the desired outcome with pasting an entity onto itself? Theoretically - do nothing? "it already has the exact settings of the source entity"?
Yes.
Also, as I wrote above, I initially discovered this problem when pasted blueprint with schedule being changed, all other settings were kept ...
- Tue Apr 29, 2025 8:47 pm
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 1008
Re: [2.0.47] Pasting space platform hub cancels enabled requests
To clarify, in case this is working as initially designed: I am OK with the fact new request groups from pasted blueprint are added in a disabled state. However, groups those do already exist in both old state and new state (and especially when having the same multiplier) should remain enabled.
How ...
How ...
- Tue Apr 29, 2025 8:42 pm
- Forum: Not a bug
- Topic: [2.0.47] Pasting space platform hub cancels enabled requests
- Replies: 8
- Views: 1008
[2.0.47] Pasting space platform hub cancels enabled requests
Steps to Reproduce
Have a space platform with enabled requests via groups, named or anonymous
Copy space platform hub
Paste space platform hub onto itself
Expected:
Nothing changes
Actual:
All active requests group become disabled, regardless of being named or anonymous ...
Have a space platform with enabled requests via groups, named or anonymous
Copy space platform hub
Paste space platform hub onto itself
Expected:
Nothing changes
Actual:
All active requests group become disabled, regardless of being named or anonymous ...
- Tue Apr 29, 2025 2:37 pm
- Forum: Assigned
- Topic: [Strangepan] [2.0.46] "Upgrading" captive biter spawner messes history
- Replies: 0
- Views: 506
[Strangepan] [2.0.46] "Upgrading" captive biter spawner messes history
Direct follow-up of 128239: [2.0.43] Biter spawner upgrading is possible, but not from upgrade planner
Steps to Reproduce
Make an action that goes to history
Navigate to Nauvis
Pipette a captive biter spawner
Scroll for a different quality
Use drag-planner to place ghosts of that quality ...
Steps to Reproduce
Make an action that goes to history
Navigate to Nauvis
Pipette a captive biter spawner
Scroll for a different quality
Use drag-planner to place ghosts of that quality ...
- Tue Apr 29, 2025 2:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.43] Biter spawner upgrading is possible, but not from upgrade planner
- Replies: 3
- Views: 1898
Re: [2.0.43] Biter spawner upgrading is possible, but not from upgrade planner
[2.0.46] I have a minor problem directly related to this fix.
If you use pipette on spawner, then upgrade its quality and then start dragging (from the spawner), the upgrade order won't be created (due to fix), but will be mentioned in the history.
This can mess up the history very badly, I managed ...
If you use pipette on spawner, then upgrade its quality and then start dragging (from the spawner), the upgrade order won't be created (due to fix), but will be mentioned in the history.
This can mess up the history very badly, I managed ...
- Tue Apr 29, 2025 11:24 am
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 27159
Re: Version 2.0.46
Say no more!FactorioBot wrote: Tue Apr 29, 2025 9:44 am Minor Features
- Cars and tanks will automatically snap to one of the 8 major directions if within a few degrees.
Mod Portal: Vehicle Snap now in the base game!
- Mon Apr 28, 2025 8:41 pm
- Forum: Balancing
- Topic: [SA] Make small lightning rods not protecting flying robots.
- Replies: 10
- Views: 2458
Re: [SA] Make small lightning rods not protecting flying robots.
Because they turn this into thatSirSmuggler wrote: Mon Apr 28, 2025 5:31 am How does robots invalidate "Everything is a scrap, everything comes out of scrap"?
- Mon Apr 28, 2025 7:03 pm
- Forum: Ideas and Suggestions
- Topic: [SA] Imrove module effect rounding when affected by quality
- Replies: 0
- Views: 169
[SA] Imrove module effect rounding when affected by quality
TL;DR
Module effect's rounding should happen before applying quality.
What?
The rounding precision should be done for all prototypes before applying quality, and always apply full quality bonus for module effect. The prototypes API & display values may be kept with the old level precision (i.e ...
Module effect's rounding should happen before applying quality.
What?
The rounding precision should be done for all prototypes before applying quality, and always apply full quality bonus for module effect. The prototypes API & display values may be kept with the old level precision (i.e ...
- Mon Apr 28, 2025 5:32 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.45] Undoing tile change before it is build forgets to undo the basement tile
- Replies: 2
- Views: 651
Re: [2.0.45] Undoing tile change before it is build forgets to undo the basement tile
Similar yet different behaviour if change order of operations slightly. Difference is shown with strikethrough and underline .
Steps to Reproduce
On Aquilo, have Hazardous concrete as your default heat shield
Make a ghost of building requiring heat shielding on Aquilo Ammoniacal ocean via ...
Steps to Reproduce
On Aquilo, have Hazardous concrete as your default heat shield
Make a ghost of building requiring heat shielding on Aquilo Ammoniacal ocean via ...
- Sun Apr 27, 2025 7:10 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.45] Undoing tile change before it is build forgets to undo the basement tile
- Replies: 2
- Views: 651
[Lou][2.0.45] Undoing tile change before it is build forgets to undo the basement tile
Steps to Reproduce
On Aquilo, have Hazardous concrete as your default heat shield
Make a ghost of building requiring heat shielding on Aquilo Ammoniacal ocean via Force build (Shift+LMB)
Before it is build, change paving to regular Concrete
Wait until everything is deployed
Undo twice
Wait ...
On Aquilo, have Hazardous concrete as your default heat shield
Make a ghost of building requiring heat shielding on Aquilo Ammoniacal ocean via Force build (Shift+LMB)
Before it is build, change paving to regular Concrete
Wait until everything is deployed
Undo twice
Wait ...
- Sun Apr 27, 2025 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] [2.0.45] Factoriopedia: Strange/wrong order of following robots & their capsules
- Replies: 3
- Views: 1833
Re: [2.0.45] Factoriopedia: Strange/wrong order of following robots & their capsules
Thanks for the report however this is not broken so there is nothing to fix. It’s showing a mixed list of entities, recipes, and items. The order is based off the order strings and the type of thing shown, not the English lexicographical name of each one.
Yes, I am saying that the order strings ...
- Sun Apr 27, 2025 4:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] [2.0.45] Factoriopedia: Strange/wrong order of following robots & their capsules
- Replies: 3
- Views: 1833
[Pard] [2.0.45] Factoriopedia: Strange/wrong order of following robots & their capsules
Current order in Factoriopedia:
Defender Capsule
Defender
Distractor
Destroyer
Distractor capsule
Destroter capsule
04-27-2025, 19-06-05.png
Simplified version of list (capsule in caps): AabcBC
Space Age active.
Multiple things are wrong:
Defender comes after his respective ...
Defender Capsule
Defender
Distractor
Destroyer
Distractor capsule
Destroter capsule
04-27-2025, 19-06-05.png
Simplified version of list (capsule in caps): AabcBC
Space Age active.
Multiple things are wrong:
Defender comes after his respective ...