Search found 63 matches

by Theragus
Sat Nov 30, 2024 7:33 am
Forum: Duplicates
Topic: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.
Replies: 11
Views: 1660

Re: [2.0.22] Travel source/destination icons don't change on shattered planet fly condition.

Hi, I'm looking at your image trying to understand what exactly the problem here is?
the icons for the destinations SSE and Shattered Planet will swap depending if the platform is flying to or from the Shattered Planet which is intended behavior and seems to be working fine here?
by Theragus
Sat Nov 30, 2024 7:17 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Surface switching misbehavior while in pause
Replies: 2
Views: 1739

Re: [2.0.23] Surface switching misbehavior while in pause

can reproduce this behavior, although this one is pretty janky when reproducing...

When pausing in remote view, sometimes the up/down arrow works to switch the surface and sometimes they don't.
Sometimes you can only go 2 surfaces down, while sometimes you can only go 2 up and sometimes you can go ...
by Theragus
Sat Nov 30, 2024 7:09 am
Forum: Not a bug
Topic: [2.0.22] Inconsistent stack size rendering for armors.
Replies: 2
Views: 517

Re: [2.0.22] Inconsistent stack size rendering for armors.

Hi, I think the reason here for this is the fact that modular armor and upwards have an equipment grid that can be unique per item, so it is shown as a single item without stack size because it can't be stacked.
Same with spidertrons.
by Theragus
Sat Nov 30, 2024 7:02 am
Forum: Not a bug
Topic: [2.0.21] Damage to space platform from asteroid chunks
Replies: 2
Views: 1149

Re: [2.0.21] Damage to space platform from asteroid chunks

Hi, looking at your save file, the damage to your turret is not due to asteroid chunks but due to the railgun firing right behind the turrets.
Railguns will damage everything, even your own buildings in its line of fire, so its recommended to place them where their line of fire does not cross any ...
by Theragus
Sat Nov 30, 2024 6:54 am
Forum: Not a bug
Topic: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time
Replies: 20
Views: 5195

Re: [2.0.23] Recycler returns disproportionate amount of ingredients over a long time

just to chime in here quickly, are you using provider chests for the output items?
In most cases of "clog due to 25% recycling rate not consistent" the most common issue I've seen is that the recycled ingredients are requested for other quality items you're producing somewhere else with requester ...
by Theragus
Sat Nov 30, 2024 6:39 am
Forum: Ideas and Suggestions
Topic: More Exciting Quality Effects (pls)
Replies: 37
Views: 9487

Re: More Exciting Quality Effects (pls)

Hi, sorry for the revival of old post!
but I found this topic interesting enough!

Some of these proposals have already been implemented, for instance, chest scaling with quality and pumping speed of offshore pumps

I do find most of these changes here to be pretty good and interesting to make ...
by Theragus
Sat Nov 30, 2024 6:12 am
Forum: Ideas and Suggestions
Topic: Silo throughput should increase with quality
Replies: 7
Views: 1673

Re: Silo throughput should increase with quality

Just found this post after someone made me aware of it over at https://forums.factorio.com/viewtopic.php?p=647576#p647576

I too find quality rocket silos currently a bit of a dubious thing, and this post pretty much sums it up pretty well.

The scaling on the rocket silo for the first couple of ...
by Theragus
Fri Nov 29, 2024 11:32 pm
Forum: Not a bug
Topic: [2.0.20] Silo throughput doesn't scale with quality
Replies: 11
Views: 2880

Re: [2.0.20] Silo throughput doesn't scale with quality

Hi, sorry for the revival of old post!
I encountered this particular strange behavior too and this was the closest post I found to this.
I agree with the mods that this is not a bug but "intended behavior." The Animation Speed is the limiting factor here, which the devs already discussed in an FFF ...
by Theragus
Fri Nov 29, 2024 1:44 pm
Forum: Not a bug
Topic: [raiguard][2.0.14] Electrolyte is replenished without having a source
Replies: 8
Views: 2137

Re: [2.0.14] Electrolyte is replenished without having a source


I have noticed EM plants have excessively large internal buffers, more than just what's shown in the recipe screen. It's not unlimited, I can't remember the exact number though I did count it at the time, but I got a lot of crafts out of an unconnected plant.


Also noticed this with the ...
by Theragus
Fri Nov 29, 2024 1:41 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.16] Holmium Plate not producing at stated rate
Replies: 9
Views: 5189

Re: [2.0.16] Holmium Plate not producing at stated rate


A similar problem is with acid neutralisation and steam condensation. Cryogenic plants cannot produce more than 2k water/s. There should be more proper implementation like functionality where machine-to-machine connection means 'unlimited' throughput. I assume that when a machine can produce 110k ...
by Theragus
Fri Nov 29, 2024 1:16 pm
Forum: Duplicates
Topic: [2.0.21][interplanetary trip info is not correctly updated with indirect fligth]
Replies: 2
Views: 436

Re: [2.0.21][interplanetary trip info is not correctly updated with indirect fligth]

This is an issue I experienced as well.
The travel route for the space platform information on the left side only seems to be getting updated on specific actions or conditions, when switching to the space platform view for instance it would update it to the correct route.
by Theragus
Fri Nov 29, 2024 1:10 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment
Replies: 9
Views: 4722

Re: [Klonan] [2.0.20] Capture bot rockets not firing from Rocket Turret in target rich environment

I had the same issue a couple of times too, I think it's related to the "Protected from automating shooting" status on the spawners. This gets set when the spawner already was captured at some point.

Recapturing does work with spidertron capture bot rockets automatically though, so I reverted to ...
by Theragus
Fri Nov 29, 2024 12:51 pm
Forum: Duplicates
Topic: [2.0.21] Items in Spidertron Trash Slots cant be moved to inventory remotely
Replies: 3
Views: 606

[2.0.21] Items in Spidertron Trash Slots cant be moved to inventory remotely

Items in the trash slots of a Spidertron cannot be moved back to the inventory without logistic bots remote view.
I would expect right-clicking the item in the trash slots would move them back to the inventory, but it just marks them to be removed by bots (although construction bots instead of ...
by Theragus
Fri Nov 29, 2024 12:21 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.21] Adding icon to shortcut bar in remote view cuts off top
Replies: 4
Views: 1937

Re: [2.0.21] Map view and expand shortcuts

from what I see you're running Factorio on macOS windowed mode.
I was unable to reproduce this on Windows or on macOS, neither windowed or full screen.
by Theragus
Fri Nov 29, 2024 12:13 pm
Forum: Won't fix.
Topic: [2.0.15] GUI elements shown off-screen in 4K when in space
Replies: 15
Views: 3683

Re: [2.0.15] UI Elements Shown Off-Screen in 4K when in Space

Muche wrote: Sun Nov 17, 2024 4:33 pm Looks like No minimap on platforms mod is aiming to do exactly that.
This is great, thanks!
by Theragus
Fri Nov 29, 2024 12:06 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.23] Higher quality pumpjack lowers production
Replies: 2
Views: 2596

Re: [2.0.23] Higher Quality Pumpjack lowers production.

Can confirm this behavior, higher quality pumpjacks produce less fluid per second which is counter-intuitive to the way higher quality mining drills work for example. The quality resource drain works but it somehow also reduces the crafting speed.
If the resource node is depleted (20%) higher ...
by Theragus
Fri Nov 29, 2024 11:58 am
Forum: Won't fix.
Topic: [2.0.21] Cannot place ghost train on ghost rail
Replies: 2
Views: 688

Re: [2.0.21] Cannot place ghost train on ghost rail

can confirm this behavior, although I would strongly guess this is just a limitation of the ghost trains and ghost rail system in general, as a workaround placing rails and trains in the same blueprint does work, however.
by Theragus
Fri Nov 29, 2024 11:34 am
Forum: Not a bug
Topic: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]
Replies: 3
Views: 578

Re: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]

alright, thanks for the explanation, just thought it sounded very weird and not at a common volume similar to other entities or buildings.
by Theragus
Fri Nov 29, 2024 10:54 am
Forum: Not a bug
Topic: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]
Replies: 3
Views: 578

Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]

I noticed this issue on Fulgora when launching rockets, when multiple rockets launch at the exact same time (Space Platform with requests arrives in orbit), they all play their launching sound at the same time which gets BLARINGLY loud if you have multiple of them. (tested with 4 silos)
I don't know ...
by Theragus
Mon Nov 18, 2024 1:15 pm
Forum: Releases
Topic: Version 2.0.19
Replies: 31
Views: 19329

Re: Version 2.0.19


Will the number of cells on the train increase as the quality increases?


I also agree that cargo wagons are currently in a weird spot with their limited 40 Slot sizes, especially since chests in the newest versions do get an inventory boost with higher quality. Fluid Wagons don't really have ...

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