Search found 50 matches

by Neutronium
Sat Nov 16, 2024 3:33 pm
Forum: Duplicates
Topic: [2.0.17] Gleba enemies stay frozen when about to attack
Replies: 6
Views: 342

Re: [2.0.17] Gleba enemies stay frozen when about to attack

Yeah its strange. Turrets won't affect their state, but if you manually target them with artillery, the group will "wake up" and attack normally en masse.
by Neutronium
Fri Nov 15, 2024 6:21 pm
Forum: Bug Reports
Topic: [2.0.18] When upgrading quality of a building while window open for it, it closes upon new bot placement
Replies: 1
Views: 80

[2.0.18] When upgrading quality of a building while window open for it, it closes upon new bot placement

As the title says. Not sure if its intended or a bug, so I figured I'd post it here. So for instance I'm viewing a normal quality EMP, and I upgrade it to a rare one and continue to have the viewing/status window open for it. Upon placement of the new building, the window closes. I understand why th...
by Neutronium
Thu Nov 14, 2024 6:26 pm
Forum: Releases
Topic: Version 2.0.18
Replies: 22
Views: 8837

Re: Version 2.0.18

[space-age] Container sizes increase with quality.
So higher quality material for a storage container... allows you fit more inside of it? 8-)
by Neutronium
Thu Nov 14, 2024 12:20 am
Forum: Duplicates
Topic: [2.0.17] Gleba enemies stay frozen when about to attack
Replies: 6
Views: 342

Re: [2.0.17] Gleba enemies stay frozen when about to attack

Adding to this, bugged enemies don't heal either:
11-13-2024, 18-20-09.png
11-13-2024, 18-20-09.png (1.15 MiB) Viewed 318 times
They do however continue to emit sound.
by Neutronium
Wed Nov 13, 2024 11:36 pm
Forum: Not a bug
Topic: [2.0.17] Mining through remote view is usually slower than using character
Replies: 3
Views: 198

Re: [2.0.17] Mining through remote view is usually slower than using character

In case you don't know, holding the right mouse button once you get past that decon timer allows you to decon multiple items at a time. Just be sure to have good mouse control. ;)
by Neutronium
Wed Nov 13, 2024 11:29 pm
Forum: Duplicates
Topic: [2.0.17] Gleba enemies stay frozen when about to attack
Replies: 6
Views: 342

[2.0.17] Gleba enemies stay frozen when about to attack

11-13-2024, 17-22-05.png 11-13-2024, 17-22-28.png Hi there, I'm playing deathworld settings, and recently started getting attacked quite often. About an hour into it the enemies start entering into this strange state, staying frozen not too far outside of turret range. I'm on another planet, but ev...
by Neutronium
Wed Nov 06, 2024 10:18 pm
Forum: Assigned
Topic: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet
Replies: 2
Views: 236

Re: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving pla

Adding to this, while you're off through the clouds/stars on a rocket to a platform, even though you can't see the planet surface at all, hovering your mouse around the sky will show descriptions for machines/belts/items on the right hand side. Being able to highlight with your mouse (and possibly s...
by Neutronium
Tue Nov 05, 2024 3:13 pm
Forum: Duplicates
Topic: [2.0.14] Damage ignoring nearby construction robots/repair packs, dispatching from far away (pics/save included)
Replies: 1
Views: 238

[2.0.14] Damage ignoring nearby construction robots/repair packs, dispatching from far away (pics/save included)

I'm playing a deathworld and started using artillery not long ago, so nonstop things getting damaged and being repaired. However, something strange started happening with the roboports. I've noticed the roboports nearest the constant damage, have completely filled up on their own with bots and repai...
by Neutronium
Fri Nov 01, 2024 9:51 pm
Forum: Bug Reports
Topic: [2.0.14] Factoriopedia Artillery Wagon - glitched animation (vid included)
Replies: 0
Views: 63

[2.0.14] Factoriopedia Artillery Wagon - glitched animation (vid included)

https://www.youtube.com/watch?v=kqYmGh-Jt6c In the Factoriopedia, the animation for the artillery wagon is pretty strange. I'm not sure what the intended action you want to show (if any), but it fires without seemingly any flame effects, and then snaps to this barrel recoiling frame instantly and h...
by Neutronium
Thu Oct 31, 2024 2:25 pm
Forum: General discussion
Topic: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game
Replies: 59
Views: 9567

Re: Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game

Imagine complaining like this over spending $35 one time for a game of this quality.
by Neutronium
Tue Oct 29, 2024 4:49 pm
Forum: General discussion
Topic: I do not want space travel and most other things from SA...
Replies: 2
Views: 815

Re: I do not want space travel and most other things from SA...

You'll have to buy the DLC to get what you want, there is no getting around that. Sooner than later mods will give you whatever playthrough you want.
by Neutronium
Tue Oct 29, 2024 5:54 am
Forum: Assigned
Topic: [Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet
Replies: 2
Views: 236

[Hrusa][2.0.11] Multiplayer- Other player names/cursor visibility displayed too long while riding rocket leaving planet

When your character is on a rocket, before cutting to the platform surface, there is some period while you see the rocket animation, clouds, stars, etc. Throughout your entire duration while the planet you're on disappears in the clouds, the names of other players and their cursors remains visible u...
by Neutronium
Wed Oct 23, 2024 3:55 am
Forum: Implemented Suggestions
Topic: Make holding shift move the research move to the front (or as much as possible)
Replies: 18
Views: 573

Make holding shift move the research move to the front (or as much as possible)

As the title says. Moving research around is awesome, but this makes it faster to move a high priority research into first position

Thank you.
by Neutronium
Sun Oct 20, 2024 3:32 pm
Forum: General discussion
Topic: Factorio 3.0
Replies: 5
Views: 1228

Re: Factorio 3.0

The good thing is 2.0 really opens up the possibilities for what mods can do. There could very well be new overhaul mods that massively increase the amount of stuff you do in the game like SE or K2. Theres also plans to make the game open source in a handful of years, Kovarex said during an intervie...
by Neutronium
Fri Sep 27, 2024 4:07 pm
Forum: News
Topic: Friday Facts #430 - Drowning in Fluids
Replies: 318
Views: 41568

Re: Friday Facts #430 - Drowning in Fluids

Sure, it had to be nerfed from its original form, I get it. My biggest concern is how it will perform in legendary beaconed megabase setups. Since the effects of quality multiply with each other (machine speed, module speed, beacons) 1-2.5x scaling for pumps won't be sufficient. Quality scaling for ...
by Neutronium
Fri Aug 09, 2024 3:21 pm
Forum: News
Topic: Friday Facts #423 - Research info tooltip & Online players GUI
Replies: 64
Views: 12614

Re: Friday Facts #423 - Research info tooltip & Online players GUI

Next step - multimonitor support, with the ability to pin remote views to separate game windows and put it on different screens. 100%! This would be great for power users engineers who want more data readily accessible while working in the other screen... remote view production stats electric netwo...
by Neutronium
Fri Jul 26, 2024 12:49 am
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 18991

Re: Friday Facts #415 - Fix, Improve, Optimize

For the new server option "auto-pause when a player is joining," is this only for dedicated servers, or will this functionality (hopefully) exist in in-game hosting as well? Hopefully its the latter.
by Neutronium
Tue Jul 23, 2024 6:49 pm
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 31
Views: 3800

Re: Mods for 1st expansion run

FYI, Raiguard has mentioned before that all of his mods will be supported with 2.0 on day 1, which coincidentally works perfect for me. So at a minimum you have those. 8-)
by Neutronium
Tue Jul 23, 2024 3:08 am
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 31
Views: 3800

Re: Mods for 1st expansion run

I'm doing the same thing myself, starting a long term game running 24/7 on a server. Aside from Rate Calculator like you mentioned, I'll be using these two from Raiguard as well: Ultimate Research Queue : Supports queues of 40 or so which is a nice improvement from vanilla. Can also auto-continue in...
by Neutronium
Tue Jul 23, 2024 2:57 am
Forum: News
Topic: Friday Facts #420 - Fusion Reactor
Replies: 108
Views: 24590

Re: Friday Facts #420 - Fusion Reactor

adam_bise wrote: Mon Jul 22, 2024 9:38 pm ...
hey, just what you see pal

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