About a week before release (beta?) I saw an ad on Twitter. The trailer is only CGI cutscenes and makes it feel a little bit like ANNO 2205 (I think that's the number. The one you go to the moon)
There are now plenty of Youtubers showing it. If you follow basebuilding people, I'm sure you'll find ...
Search found 524 matches
- Fri Aug 23, 2024 8:00 pm
- Forum: Off topic
- Topic: The Crust Factory Game
- Replies: 1
- Views: 4499
- Sun Aug 18, 2024 6:29 am
- Forum: Releases
- Topic: Version 1.1.110
- Replies: 2
- Views: 22655
Re: Version 1.1.110
So Dosh must stay on .109? 

- Fri Aug 02, 2024 10:43 am
- Forum: Mods
- Topic: Fast Suite
- Replies: 1
- Views: 489
Re: Fast Suite
You forgot to add the mod page link. You did include one in your other post 

- Tue Jul 30, 2024 3:12 pm
- Forum: Bob's mods
- Topic: How do you go back to classic long inserters in Bob's and Angels?
- Replies: 2
- Views: 946
Re: How do you go back to classic long inserters in Bob's and Angels?
You can set lenght with Shift (or CTRL?) + L if you don't wanna use the checkbox UI.
But im pretty sure "Bob's adjustable inserters" is a mod on it's own. If you wanna use angled inserters there probably isn't a way to fix your problem, otherwise just deinstall it.
But im pretty sure "Bob's adjustable inserters" is a mod on it's own. If you wanna use angled inserters there probably isn't a way to fix your problem, otherwise just deinstall it.
- Tue Jul 30, 2024 2:15 pm
- Forum: Gameplay Help
- Topic: Is there a way to scale the recipe icons in the map?
- Replies: 6
- Views: 1134
Re: Is there a way to scale the recipe icons in the map?
Looks like pY?
Maybe pY modders can help? Ive never seen anything that big in map view, might be in their icon settings?
Maybe pY modders can help? Ive never seen anything that big in map view, might be in their icon settings?
- Thu Jul 18, 2024 4:38 pm
- Forum: Technical Help
- Topic: [1.1.109] Game freezes / excessive load and save times
- Replies: 11
- Views: 1280
Re: [1.1.109 (build 62)] Game freezes / excessive load and save times
How far have you explored and polluted ?
I have visited most of the planets on the original system and built bases on 5 or 6 of them. It sounds like part of my problem is I let the satellite scan the entire surface of many of the planets, that would explain the map size. I suspect there is no ...
- Thu Jul 11, 2024 4:23 am
- Forum: Logistic Train Network
- Topic: Every now and then a train just stops working
- Replies: 3
- Views: 1096
Re: Every now and then a train just stops working
If it's really an integer overflow, I think it can happen.
But that brings up the question why you had requested so much before. And if you haven't, where do these come from?
Save game or at least some pictures would help us help you.
But that brings up the question why you had requested so much before. And if you haven't, where do these come from?
Save game or at least some pictures would help us help you.
- Thu Jul 11, 2024 4:19 am
- Forum: Logistic Train Network
- Topic: Train sends unexpected signal when arriving at multiple provider station
- Replies: 1
- Views: 748
Re: Train sends unexpected signal when arriving at multiple provider station
Welcome to thw forums.
Please use picture upload to forum, that way it would be easier for mobile reading. Can't put two tabs side by side.
Also, if you wouldn't mind people seeing your whole base, provide a save with location info of that station. Easier to 'debug' ingame.
Please use picture upload to forum, that way it would be easier for mobile reading. Can't put two tabs side by side.
Also, if you wouldn't mind people seeing your whole base, provide a save with location info of that station. Easier to 'debug' ingame.
- Wed Jul 03, 2024 4:01 am
- Forum: Modding help
- Topic: new and need help with giving a machine custom functionality
- Replies: 2
- Views: 460
Re: new and need help with giving a machine custom functionality
If you're already good with Lua, you need to get yourself familiar with the Data Life Cycle and the API
I'm no expert in either of those, but it seems that dynamicly changing inventory size is only possible for the player through inventory size bonus, which seems exclusive to player armor and ...
I'm no expert in either of those, but it seems that dynamicly changing inventory size is only possible for the player through inventory size bonus, which seems exclusive to player armor and ...
- Mon Jun 24, 2024 2:15 pm
- Forum: Ideas and Suggestions
- Topic: Toggle Ghost Visibility in Shortcut Bar
- Replies: 9
- Views: 2187
Re: Toggle Ghost Visibility in Shortcut Bar
1.)
...when attempting to clear out trees, rocks, and other obstacles, which causes annoying accidental ghost removal.
2.)Another problem I frequently encounter is that it is very difficult to use blueprinting tools to capture just non-ghost entities when ghosts are around.
3.) Finally ...
- Mon Jun 24, 2024 2:00 pm
- Forum: Not a bug
- Topic: [1.1.109] Inserter tooltip reports incorrect hand stack size
- Replies: 4
- Views: 1020
Re: [1.1.109] Inserter tooltip reports incorrect hand stack size
Imho, this is right.curiosity wrote: Sun Jun 23, 2024 11:55 pm
3. As a member of the player force, see that the tooltip of the enemy inserter reports your force's bonus.
Its a tooltip, not a spytip.
It shows you what you'd get, if you were to build that entity for your force.
- Wed Jun 19, 2024 3:51 am
- Forum: Duplicates
- Topic: Keybinds cut off in German localization (Change translation of keys?)
- Replies: 6
- Views: 1123
Re: Keybinds cut off in German localization (Change translation of keys?)
As someone whose first language is german, I suggest you play english if this bothers you.
German translations are always weird. Why would anyone need a word like UMSCHALTTASTE for CAPS and STEUERUNGSTASTE for CTRL, instead of your suggested shorter versions?
I never play German translations ...
German translations are always weird. Why would anyone need a word like UMSCHALTTASTE for CAPS and STEUERUNGSTASTE for CTRL, instead of your suggested shorter versions?
I never play German translations ...
- Tue Jun 18, 2024 4:02 am
- Forum: Combinator Creations
- Topic: Uranium Processing Optimised Blueprint
- Replies: 5
- Views: 30153
Re: Uranium Processing Optimised Blueprint
Those a Centifuges, not AMssimonk24 wrote: Sat Jun 15, 2024 9:15 pm I cant seem to figure out how the assembling machines are supposed to get u-235. Is there something missing in this blueprint? Or am ! missing something?
- Sat Jun 15, 2024 7:37 am
- Forum: Minor issues
- Topic: [1.1.107] Placing belts near a saturated priority splitter can cause overflow.
- Replies: 2
- Views: 1193
- Fri Jun 14, 2024 11:02 am
- Forum: Implemented Suggestions
- Topic: Quality of items in Factorio 2.0
- Replies: 15
- Views: 9359
Re: Quality of items in Factorio 2.0
Could just be a mod loading order thingie? Recyclers could recycle more when they are better quality?
- Sun Jun 09, 2024 4:48 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Bulk production mod
- Replies: 1
- Views: 645
Re: [Idea] Bulk production mod
If you have an idea you think is cool to play with, just upload it.
You'll get more response/download from people discovring it through a release forum post or "recently updated" on the mod portal, than people answering a question like this.
You'll get more response/download from people discovring it through a release forum post or "recently updated" on the mod portal, than people answering a question like this.
- Sun Jun 09, 2024 4:32 pm
- Forum: 1 / 0 magic
- Topic: [1.1.107] Audio is disabled from startup due to some initialization error.
- Replies: 4
- Views: 1005
Re: [1.1.107] Audio is disabled from startup due to some initialization error.
Look if patching to 1.1.108+ fixes this
.108 had a fix to an audio problem
.108 had a fix to an audio problem
- Thu Jun 06, 2024 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Missing/Required ingredients as a signal
- Replies: 2
- Views: 557
Re: Missing/Required ingredients as a signal
Read hand content. Either pulse or duration.
If you meant what an inserter COULD pick up, I believe you can read assemblers in 2.0. Shoild be able to read ingredients
If you meant what an inserter COULD pick up, I believe you can read assemblers in 2.0. Shoild be able to read ingredients
- Thu May 09, 2024 8:00 pm
- Forum: General discussion
- Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
- Replies: 6
- Views: 4934
Re: Space Age, Quality (and a little bit of elevated Rails)
I try to not think too much about how 2.0 will work out in the end.
...
Interesting way of thinking about it, which I can even relate to.
However, I'm pretty sure Wube is "only" polishing right now. The time it took for the new-new rails, even before elevation, according to that FFF ...
- Thu May 09, 2024 4:26 pm
- Forum: General discussion
- Topic: Space Age, Quality (and a little bit of elevated Rails) FAQ
- Replies: 6
- Views: 4934
Space Age, Quality (and a little bit of elevated Rails) FAQ
So, after a recent post about what can be expected from the expansion package, I was again browsing through "old" FFFs and their forum threads, when I noticed something odd?*
It could have been answered in the Quality thread, but that alone has 41 pages already.
So, here is what made me go ...
It could have been answered in the Quality thread, but that alone has 41 pages already.
So, here is what made me go ...