Search found 203 matches
- Wed Nov 20, 2024 7:33 pm
- Forum: Resolved for the next release
- Topic: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
- Replies: 11
- Views: 1070
Re: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
And this will be why we can't have stone in space
- Wed Nov 20, 2024 7:30 pm
- Forum: Bug Reports
- Topic: [2.0.15] Electromagnetic plant electrolyte disappears with no output
- Replies: 15
- Views: 537
Re: [2.0.15] Electromagnetic plant electrolyte disappears with no output
I thought people would understand the internal pipe but I was WRONG. I think it's just a visibility thing. If there were some way to see the internal pipes it would alleviate most of the problem. I'll do some MS-Paint UI design tonight. The functionality provided by the internal pipes is great so I...
- Wed Nov 20, 2024 5:04 am
- Forum: Ideas and Suggestions
- Topic: Fix that floating yeild messages on Fulgora make a mess
- Replies: 6
- Views: 234
Re: Fix that floating yeild messages on Fulgora make a mess
Y'all went offworld without a stack of construction bots? You can't bring bots with you into space. You have to gather resources and build a cargo landing pad first to receive them. You can drop stuff manually to the surface without a landing pad. You just can't do it automatically. I landed on Vul...
- Tue Nov 19, 2024 11:58 pm
- Forum: Ideas and Suggestions
- Topic: Fix that floating yeild messages on Fulgora make a mess
- Replies: 6
- Views: 234
Re: Fix that floating yeild messages on Fulgora make a mess
Y'all went offworld without a stack of construction bots?
- Tue Nov 19, 2024 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Space Platform Inventory moves constantly making it hard to select.
- Replies: 1
- Views: 93
Re: Space Platform Inventory moves constantly making it hard to select.
I think you can block the whole inventory to prevent automatic interaction, do your manual adjustments, then clear the block. Should work unless you have a block already in place.
- Tue Nov 19, 2024 10:19 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
You can set a maximum of 2^32-1 and get an effective infinity, or just mash 9 5-6 times /shrug Okay, and? Being able to work around them with an ugly kludge doesn't mean obviously wrong things shouldn't be fixed. Why is it obviously wrong? I still don't know what the use case is for "I want a ...
- Tue Nov 19, 2024 9:40 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
It trashes what I didn't request. I only set one value. No, you didn't. You created a request with max of infinity, and requests with a max of infinity shouldn't have special behavior that doesn't make sense just because you happen to find that behavior more useful than what should logically happen...
- Tue Nov 19, 2024 8:32 pm
- Forum: Not a bug
- Topic: Trash Unrequested ignores inf. maximum
- Replies: 21
- Views: 749
Re: Trash Unrequested ignores inf. maximum
I'm not the Factorio team, but "trash unrequested" not overriding "to inf" would make it almost useless. 99% of my use for it is "set max to min on all requests". It doesn't make any sense for that use case to be satisfied by Trash Unrequested. If I create a request fo...
- Tue Nov 19, 2024 8:13 pm
- Forum: Balancing
- Topic: Modules of different levels and qualities need to be adjusted to be more consistent
- Replies: 6
- Views: 240
Re: Modules of different levels and qualities need to be adjusted to be more consistent
This is display rounding iirc. The bonus has two digit precision but the display only has one digit precision and omits the 0.05 tail on some values.
- Tue Nov 19, 2024 7:55 pm
- Forum: Duplicates
- Topic: [2.0.11] rocket launches before all logistic bots have arrived
- Replies: 8
- Views: 234
Re: [2.0.11] rocket launches before all logistic bots have arrived
I have a space platform requesting 1000 Bioflux with a minimum of 100. On planet there are 1000 Bioflux available and the rocket silo seems to request them all. Tons of bots start delivering them. But then the rocket launches with just ~100 Bioflux, the minimum set for a rocket. Right after the sec...
- Tue Nov 19, 2024 7:32 pm
- Forum: Duplicates
- Topic: [2.0.11] rocket launches before all logistic bots have arrived
- Replies: 8
- Views: 234
Re: [2.0.11] rocket launches before all logistic bots have arrived
This behavior seems fine. The alternative is that the rocket waits for bots in-flight, but if there's a steady production far enough away such that a new bot departs before the previous one arrives we'd have someone making the inverse of this post that the minimum value wasn't doing anything.
- Tue Nov 19, 2024 4:34 pm
- Forum: Gameplay Help
- Topic: leave after XXX seconds broken
- Replies: 7
- Views: 339
Re: leave after XXX seconds broken
- Tue Nov 19, 2024 2:18 pm
- Forum: Ideas and Requests For Mods
- Topic: New chest for the Logitic Network
- Replies: 3
- Views: 79
Re: New chest for the Logitic Network
My main struggle is with the Construction Robots, because they can carry only one item at a time, I often struggle with deconstructing large districts because of it. The bots will ignore all empty Storage Chests and fly all the way to the other end of the Logistic Network to dump the 1 rail they pi...
- Mon Nov 18, 2024 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Items sitting loose in space is weird
- Replies: 1
- Views: 80
Re: Items sitting loose in space is weird
The platform is a highly polarized electret to enable neutrally charged small items to stick to it.
- Sun Nov 17, 2024 11:34 pm
- Forum: Gameplay Help
- Topic: Delete everything at once
- Replies: 6
- Views: 205
Re: Delete everything at once
If i want to totally delete and redo a large area is there a hotkey or something i can do to delete an entire area rather than right click on each item to recover it into my inventory? Thx! Construction bots and a deconstruction planner. Nuclear bombs. Removing defenses and letting biters do the wo...
- Sun Nov 17, 2024 5:16 pm
- Forum: Not a bug
- Topic: Frozen snowflake icon is wrong
- Replies: 5
- Views: 330
Re: Frozen snowflake icon is wrong
Near as I can find, solid ammonia has tetrahedral symmetry. Also, there is water ice on Aquilo. The ocean when you pump it up and separate it is a solution of water ice in liquid ammonia.
- Sat Nov 16, 2024 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] You can bring items into space for free by picking them off the ground while in rocket
- Replies: 3
- Views: 1600
Re: [2.0.15] You can bring items into space for free by picking them off the ground while in rocket
You could probably automate this by putting them on a belt north of the silo
- Sat Nov 16, 2024 10:42 pm
- Forum: Resolved for the next release
- Topic: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
- Replies: 11
- Views: 1070
Re: [2.0.12] Stone walls take more damage from asteroids.
Bumping this thread. Belts can defend against asteroids better than walls, that cannot be intended behaviour. Screenshot from 2024-11-16 13-16-55.png Screenshot from 2024-11-16 13-17-09.png Throwing a medium asteroid. on_entity_damaged event tells me the incoming damage is 100 impact damage. Belt: ...
- Sat Nov 16, 2024 12:56 am
- Forum: Assigned
- Topic: [v435000] [2.0.15] higher tier modules in beacons: no visual feedback
- Replies: 6
- Views: 254
Re: [2.0.15] higher tier modules in beacons: no visual feedback
This is how it used to be, but beacons were huge amounts of visual clutter as a result. Maybe a setting? But there's already a billion settings...BraveCaperCat wrote: ↑Sat Nov 16, 2024 12:48 am Note that this could be fixed by adding all modules to alt-view overlays, instead of just the non-visible ones.
- Fri Nov 15, 2024 10:07 pm
- Forum: Gameplay Help
- Topic: ReAssign space platform to another planet?
- Replies: 3
- Views: 182
Re: ReAssign space platform to another planet?
Click on the hub, add a stop at Gleba like you would with a train, then click the play button next to the Gleba stop.