Search found 346 matches
- 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
- 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
If anything it's great training for playing the game where mistakes like these are easy to make.
- 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 ...
- 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
Data structure matters. You will find this everywhere you program.
- 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...
- 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 ...
- Fri May 30, 2025 8:25 am
- Forum: Gameplay Help
- Topic: Demolishers?
- Replies: 4
- Views: 379
Re: Demolishers?
Check their stats. They have fairly normal amounts of armor but insanely high regeneration. Find a way to do a lot of damage quickly.
- 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
- Thu May 29, 2025 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Artillery-Deployed Landmines
- Replies: 1
- Views: 143
Re: Artillery-Deployed Landmines
Placement and replacement of mines can be done by construction robots.bakykentaky wrote: Thu May 29, 2025 10:29 am primarily because placing them is manual and dangerous.
- 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.
- Mon May 26, 2025 11:54 pm
- Forum: Gameplay Help
- Topic: Remote control of tank
- Replies: 2
- Views: 271
Re: Remote control of tank
Go to map view, click the tank, click the drive remotely buttonPianoGuy 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?
- 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?
Space Age is treated as DLC and not a standalone game.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.
- 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
Understandable. Have an ice day.Rseding91 wrote: Wed May 21, 2025 8:50 pm It's intended. It's to make processing/reprocessing produce ice faster.
- 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 ...
- 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
Instead they use more nutrients which exacerbates the pain of using them away from Gleba and Nauvis.Hurkyl wrote: Sun May 18, 2025 5:06 am do not consume extra electricity when using productivity/speed modules.
- 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 ...
- 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
Just be glad we live in the days of CTD being the default over BSoDQuezler wrote: Wed May 14, 2025 11:57 am Can't it crash to the menu instead of violently exiting the entire application?
- 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?
- 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.
- 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 ...