Search found 545 matches
- Fri Dec 13, 2024 1:07 am
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 5423
Re: Quality options for chests and trains
Changing tier is a NIGHTMARE without LTN/CyberSyn doing your scheduling for you.
Also, does interrupts change any of this? Feel like a simple interrupt if the locomotive is a certain quality to go to a stop is not the worst.
Not really. And what you need is the station to be able to detect ...
- Thu Dec 12, 2024 12:30 pm
- Forum: Balancing
- Topic: Molten iron/copper on Nauvis and Calcite demand
- Replies: 13
- Views: 8763
Re: Molten iron/copper on Nauvis and Calcite demand
The problem is that imports are rate-limited due to there only being one landing pad.
There's only so much you can pull out of it every second, even with logi bots.
There's only so much you can pull out of it every second, even with logi bots.
- Thu Dec 12, 2024 12:24 pm
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 20294
Re: Artillery needs to be moved back to Nauvis
The one problem with importing tungsten is that you are only allowed a single train station to bring it in from other planets. And it has a hard cap on how big it is.
As for artillery on Nauvis: It's the reason you rush Vulcanis first, so that you can take your time on the other planets.
And you ...
As for artillery on Nauvis: It's the reason you rush Vulcanis first, so that you can take your time on the other planets.
And you ...
- Thu Dec 12, 2024 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Quality options for chests and trains
- Replies: 37
- Views: 5423
Re: Quality options for chests and trains
Before you push for this, go do a megabase run with Bob's trains where you start with the MK1s and move up through the tiers.
Changing tier is a NIGHTMARE without LTN/CyberSyn doing your scheduling for you.
Changing tier is a NIGHTMARE without LTN/CyberSyn doing your scheduling for you.
- Tue Dec 10, 2024 3:37 pm
- Forum: Balancing
- Topic: Promethium science is too easy to cheese
- Replies: 72
- Views: 14025
Re: Promethium science is too easy to cheese
Factorio is an open-ended puzzle game.
"How the devs intended" is not important. Seriously. Surprising the devs is a good thing, and they should stop "fixing" things like explosive reactive armour for spaceships. (Especially because that fix gave us dougnut ships in a really awkward way that's a ...
"How the devs intended" is not important. Seriously. Surprising the devs is a good thing, and they should stop "fixing" things like explosive reactive armour for spaceships. (Especially because that fix gave us dougnut ships in a really awkward way that's a ...
- Thu Nov 21, 2024 3:36 pm
- Forum: Ideas and Suggestions
- Topic: [Elevated Rails] Large Power Pole, Water, and deep water rail pillars
- Replies: 1
- Views: 259
[Elevated Rails] Large Power Pole, Water, and deep water rail pillars
Any chance that unlocking deep water rail pillars can also unlock deep water big power poles?
It looks daft needing landfill for the power lines but not for the rails.
It looks daft needing landfill for the power lines but not for the rails.
- Thu Nov 21, 2024 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Ghost trains should occupy signals
- Replies: 7
- Views: 792
Re: Ghost trains should occupy signals
Yeap. That is exactly the reason I have dedicated train-building areas. That have no way for trains to get into them.
- Thu Nov 21, 2024 3:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] Crash on launch. Almost no trace
- Replies: 16
- Views: 4588
- Tue Nov 19, 2024 8:59 am
- Forum: 1 / 0 magic
- Topic: [raiguard][2.0.17] Crash on game start (Linux Steam)
- Replies: 5
- Views: 3307
Re: [2.0.17] Crash on game start (Linux Steam)
2.0.20 did not fix this.
- Wed Nov 13, 2024 3:27 pm
- Forum: Pending
- Topic: [2.0.15] Logistic network ends abruptly despite roboports being present
- Replies: 4
- Views: 506
Re: [2.0.15 Build 80108 Win64] Logistic network ends abruptly despite roboports being present
Double-check that the logistics areas touch? (The yellow squares)
The construction area is a bit bigger than needed to connect intuitively.
The construction area is a bit bigger than needed to connect intuitively.
- Wed Nov 13, 2024 9:39 am
- Forum: 1 / 0 magic
- Topic: [raiguard][2.0.17] Crash on game start (Linux Steam)
- Replies: 5
- Views: 3307
Re: [2.0.17] Crash on game start (Linux Steam)
These lines in your log look concerning: Opening zip /home/illy/.factorio/mods/Train_Ore_Color-016_1.2.0.zip failed: I/O error
Have you tried launching steam with this flag -compat-force-slr off ?
There's more discussion about the steam runtime in this thread: https://forums.factorio.com ...
- Tue Nov 12, 2024 11:53 pm
- Forum: 1 / 0 magic
- Topic: [raiguard][2.0.17] Crash on game start (Linux Steam)
- Replies: 5
- Views: 3307
[raiguard][2.0.17] Crash on game start (Linux Steam)
Game doesn't even get to the splash screen. Other games work fine, fullscreen and windowed.
No mods are currently enabled except Space Age (all three)
Independent install works fine, so this is a steam intergration issue.
Factorio crashed. Generating symbolized stacktrace, please wait ...
0.281 ...
No mods are currently enabled except Space Age (all three)
Independent install works fine, so this is a steam intergration issue.
Factorio crashed. Generating symbolized stacktrace, please wait ...
0.281 ...
- Tue Oct 01, 2024 10:44 pm
- Forum: Gameplay Help
- Topic: Landfill being delivered to storage chest [Mod Weirdness][Not A Bug]
- Replies: 2
- Views: 561
Re: Landfill being delivered to storage chest [MOD Weirdness][Not a bug]
Oooohhh... Now you bring that up, that would explain it.
It's Landfill Painting that does that, I think because it's changing which sand tile it is.
It's Landfill Painting that does that, I think because it's changing which sand tile it is.
- Sun Sep 29, 2024 1:32 am
- Forum: Gameplay Help
- Topic: Landfill being delivered to storage chest [Mod Weirdness][Not A Bug]
- Replies: 2
- Views: 561
Landfill being delivered to storage chest [Mod Weirdness][Not A Bug]
I have a number of filtered storage chests (filtered to Sand3 (It's SeaBlock, so it's essentially landfill)) and I have placed large amounts of landfill blueprints and paving blueprints.
The landfill is somehow being delivered to the storage chest and there is no way it should get to a state where ...
The landfill is somehow being delivered to the storage chest and there is no way it should get to a state where ...
- Tue Jul 30, 2024 10:29 pm
- Forum: Not a bug
- Topic: Fluid ingredient full, not crafting
- Replies: 3
- Views: 636
Re: Fluid ingredient full, not crafting
I'd have put this in "fixed for 2.0" then
Do the new fluid mechanics help with the rounding errors causing things like this?

Do the new fluid mechanics help with the rounding errors causing things like this?
- Tue Jul 30, 2024 3:16 pm
- Forum: Not a bug
- Topic: Fluid ingredient full, not crafting
- Replies: 3
- Views: 636
Fluid ingredient full, not crafting
Seablock, but probably possible in vanilla.
Solder casting machine is saying it has enough fluid to craft, but isn't crafting.
This is *probably* a floating point/display bug.
Solder casting machine is saying it has enough fluid to craft, but isn't crafting.
This is *probably* a floating point/display bug.
- Sat Jun 29, 2024 11:08 pm
- Forum: Ideas and Suggestions
- Topic: Space Age - Planet Gleba and Pollution contributing to Spoilage
- Replies: 5
- Views: 2741
Re: Space Age - Planet Gleba and Pollution contributing to Spoilage
Rate would probably be a performance nightmare.
Starting point might not be?
Starting point might not be?
- Sat Jun 29, 2024 9:03 am
- Forum: Ideas and Suggestions
- Topic: Mod Dependencies and Containers
- Replies: 2
- Views: 534
Re: Mod Dependencies and Containers
"Disable and dependencies" would be nice. Especially for the library mods that just provide tools to other mods.
"Mod containers" are already really easy to do, but you have to be willing to open up the modding tools (ie. notepad and your file browser). Just make a minimal mod with no code or ...
"Mod containers" are already really easy to do, but you have to be willing to open up the modding tools (ie. notepad and your file browser). Just make a minimal mod with no code or ...
- Thu Jun 27, 2024 8:50 am
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 13
- Views: 4022
Re: Is this 8 belt balancer efficient?
That's overkill.
That mine doesn't need input balancing and it doesn't need unlimited throughput on 8 redbelts
First use splitters to reduce to 4 belts.
After that place a 4 to 4 belt balancer.
Splitt the output to 8 again.
After that you can use yellow belts.
I also suggest to set the input on ...
- Wed Jun 26, 2024 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Trash / broken items integration
- Replies: 4
- Views: 700
Re: Trash / broken items integration
Science Cost Tweaker also does this. Most sciences produce scrap that can be recycled into iron/copper ore.
And ABC/Seablock has a whole heap of "I don't really want more of this here" byproducts to deal with.
And ABC/Seablock has a whole heap of "I don't really want more of this here" byproducts to deal with.