Search found 346 matches

by computeraddict
Fri Jun 06, 2025 10:09 pm
Forum: Gameplay Help
Topic: Heat Pipe Math for Aquilo
Replies: 5
Views: 291

Re: Heat Pipe Math for Aquilo

What's unobvious about the Aquilo heat piping is how much each entity draws to keep warm
by computeraddict
Thu Jun 05, 2025 7:11 pm
Forum: Won't fix.
Topic: [2.0.47] One of the main menu simulations have issue
Replies: 3
Views: 353

Re: [2.0.47] One of the main menu simulations have issue

Rseding91 wrote: Thu Jun 05, 2025 6:57 pm Thanks for the report however this simply doesn't matter.
If anything it's great training for playing the game where mistakes like these are easy to make.
by computeraddict
Wed Jun 04, 2025 3:50 pm
Forum: Modding help
Topic: Problem toying with infinite tech
Replies: 5
Views: 531

Re: Problem toying with infinite tech


Yeah but a better language would have warn me... and I code since 20 years.... so..... and I'm using factorio modding tool kit and somehow it miss it anyway...


It's just the norm of dynamically typed languages. They give you a powerful tool and trust you won't point it at your own foot. People ...
by computeraddict
Tue Jun 03, 2025 8:19 pm
Forum: Modding help
Topic: Problem toying with infinite tech
Replies: 5
Views: 531

Re: Problem toying with infinite tech

Stargateur wrote: Tue Jun 03, 2025 6:50 pm damm I hate lua
Data structure matters. You will find this everywhere you program.
by computeraddict
Tue Jun 03, 2025 3:08 pm
Forum: Duplicates
Topic: [2.0.55] (Minor bug) Accumulators not charging when placed on 2 networks
Replies: 2
Views: 268

Re: [2.0.55] (Minor bug) Accumulators not charging when placed on 2 networks

Isn't this just because the load and the accumulators are both in the same two networks so it just depends on whether the load looks at the big network or the small network first? I'm not sure what the practical application of such a setup would be...
by computeraddict
Sun Jun 01, 2025 5:28 pm
Forum: Ideas and Suggestions
Topic: Ability for Inserters to downgrade quality
Replies: 6
Views: 479

Re: Ability for Inserters to downgrade quality


would make it easier for players to dabble with quality (like they can the other modules)


You can just filter the output inserters on your first quality machines to shove higher quality outputs into a box for later consideration.

Tbqh I think most of your proposal would make quality harder to ...
by computeraddict
Fri May 30, 2025 8:25 am
Forum: Gameplay Help
Topic: Demolishers?
Replies: 4
Views: 379

Re: Demolishers?

graurel wrote: Fri May 30, 2025 7:39 am what is a good way to fight them?
Check their stats. They have fairly normal amounts of armor but insanely high regeneration. Find a way to do a lot of damage quickly.
by computeraddict
Thu May 29, 2025 5:04 pm
Forum: Gameplay Help
Topic: One red belt of stone is not enough for 48 steel furnaces
Replies: 3
Views: 377

Re: One red belt of stone is not enough for 48 steel furnaces

(30 stone per second) / (2 stone per brick) * (3.2 crafting seconds per brick) / (2 crafting seconds per steel furnace per second) = 24 steel furnaces
by computeraddict
Thu May 29, 2025 2:05 pm
Forum: Ideas and Suggestions
Topic: Artillery-Deployed Landmines
Replies: 1
Views: 143

Re: Artillery-Deployed Landmines

bakykentaky wrote: Thu May 29, 2025 10:29 am primarily because placing them is manual and dangerous.
Placement and replacement of mines can be done by construction robots.
by computeraddict
Wed May 28, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: Mech armor should extend reach
Replies: 4
Views: 284

Re: Mech armor should extend reach

By the time I had Mech Armor my player was just parked immobile on Gleba and I was doing everything remotely with robots and RC tanks. You don't need reach by the time you get it.
by computeraddict
Mon May 26, 2025 11:54 pm
Forum: Gameplay Help
Topic: Remote control of tank
Replies: 2
Views: 271

Re: Remote control of tank

PianoGuy wrote: Mon May 26, 2025 11:16 pm I've got a personal roboport in the tank, and I've got radar coverage. So how do I make it go?
Go to map view, click the tank, click the drive remotely button
by computeraddict
Sun May 25, 2025 3:47 pm
Forum: Technical Help
Topic: Do I have the Space Age?
Replies: 9
Views: 477

Re: Do I have the Space Age?

techi wrote: Sun May 25, 2025 2:03 pm I naively expected that when I buy a Steam-integrated game, it should appear in my Steam library.
Space Age is treated as DLC and not a standalone game.
by computeraddict
Thu May 22, 2025 2:10 am
Forum: Not a bug
Topic: [2.0.16] Oxide Asteroid Reprocessing Time Parity
Replies: 3
Views: 707

Re: [2.0.16] Oxide Asteroid Reprocessing Time Parity

Rseding91 wrote: Wed May 21, 2025 8:50 pm It's intended. It's to make processing/reprocessing produce ice faster.
Understandable. Have an ice day.
by computeraddict
Mon May 19, 2025 12:10 am
Forum: Resolved Requests
Topic: Mention resource_drain_rate cannot be above 100%/below 0%
Replies: 5
Views: 316

Re: Mention resource_drain_rate cannot be above 100%/below 0%


imagine if you could set it above 100, make ores cost more than one mining operation... That would actually be sick for core mining or some other large excavation mod, where a core-stone or whatever requires a hundred cycles to mine out.


This can already be done with the mining time property of ...
by computeraddict
Sun May 18, 2025 5:48 am
Forum: Ideas and Suggestions
Topic: Biochambers need a better lategame integration
Replies: 4
Views: 451

Re: Biochambers need a better lategame integration

Hurkyl wrote: Sun May 18, 2025 5:06 am do not consume extra electricity when using productivity/speed modules.
Instead they use more nutrients which exacerbates the pain of using them away from Gleba and Nauvis.
by computeraddict
Wed May 14, 2025 3:10 pm
Forum: Ideas and Suggestions
Topic: UX Frustrations.
Replies: 5
Views: 374

Re: UX Frustrations.



Item 2: [Selecting planet for some request on a ship, SHOULD NOT need me to click okay afterwards. A 1 button action, should not be a 2 button action. Drives me nuts!]



Hard disagree. Anything that can potentially cause machinery to start taking action should require confirmation or have a ...
by computeraddict
Wed May 14, 2025 2:53 pm
Forum: Not a bug
Topic: [2.0.49] hard crash to desktop when creating & raising entity in entity created events
Replies: 4
Views: 319

Re: [2.0.49] hard crash to desktop when creating & raising entity in entity created events

Quezler wrote: Wed May 14, 2025 11:57 am Can't it crash to the menu instead of violently exiting the entire application?
Just be glad we live in the days of CTD being the default over BSoD
by computeraddict
Thu May 08, 2025 7:33 pm
Forum: Not a bug
Topic: [2.0.47] Concrete from molten iron allows productivity modules
Replies: 6
Views: 482

Re: [2.0.47] Concrete from molten iron allows productivity modules

I think stone bricks in electric furnaces also allow productivity modules, don't they?
by computeraddict
Wed May 07, 2025 8:35 am
Forum: This Forum
Topic: This forum isn't available on Tapatalk
Replies: 1
Views: 281

Re: This forum isn't available on Tapatalk

Considering Tapatalk is over ten years old and this is literally the only time I've ever seen it mentioned, that might be a contributing factor.
by computeraddict
Wed May 07, 2025 4:06 am
Forum: Balancing
Topic: Is it "working as intended" that belts are better than Cargo Bays for storing asteroids?
Replies: 5
Views: 653

Re: Is it "working as intended" that belts are better than Cargo Bays for storing asteroids?


If the general approach as I described is an intended approach by the devs, then in my opinion there can be one improvement in the upcoming 2.1: A special promethium cargo bay only usable on space platforms that has a storage density of 25 promethium asteroid chunks per tile. The same density as ...

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