Search found 9 matches
- Tue Nov 19, 2024 2:58 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 42
- Views: 9771
Re: Version 2.0.20
Anyone know when any of the last five versions will make it to steam? Last version on steam is 2.0.15 They have all gone to steam in the experimental branch (in the steam UI under betas). However they have all had various bugs and weren't considered suitable to mark as stable. woo! 2.0.20 got promo...
- Tue Nov 19, 2024 12:10 pm
- Forum: Releases
- Topic: Version 2.0.20
- Replies: 42
- Views: 9771
Re: Version 2.0.20
Anyone know when any of the last five versions will make it to stable.
- Thu Nov 14, 2024 11:55 am
- Forum: Ideas and Suggestions
- Topic: Put the recycle to result in the Factoriopedia
- Replies: 4
- Views: 308
Put the recycle to result in the Factoriopedia
Please put the recycle results in the Factoriopedia and add them to the item page. Some of the recipes are obvious or clearly explained there but there are a decent handful that recycle into themselves with no in-game reason I can find (or recycle properly unexpectedly). The weirdest one I was blind...
- Wed Nov 13, 2024 11:45 am
- Forum: Minor issues
- Topic: [2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view
- Replies: 3
- Views: 278
Re: [2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view
Thanks for the report, I'm moving this to minor issues. What is your use case? I was trying to remotely remove all the non quality construction robots from my roboports on aquilo as with the increased energy drain they were more hindrance than help, got most of them before this bug became obvious. ...
- Tue Nov 05, 2024 3:16 pm
- Forum: Minor issues
- Topic: [2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view
- Replies: 3
- Views: 278
[2.0.14] Construction robots can try to carry themselves to the logistics storage in remote view
Reproduction Steps: 1. Setup a roboport network that includes at least 1 construction robot and a storage chest at a minimum. (1 construction robot will have a 100% chance of reproducing) 2. Open a roboport's inventory that has some construction robots using remote view. 3. Note the number of constr...
- Thu Apr 28, 2016 6:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Solar Modules
- Replies: 3
- Views: 6901
Re: [MOD 0.12.x] Solar Modules
Seems a bit OP, even the MK2 will generate more power than a portable fusion reaction (fusion generates 75 kW in a 4x4, a 4x4 of MK2 will generate 80 kW) That being said, i expect that even the MK2 will be severely limited by batteries since they only work during the day and the batteries for armor ...
- Mon Apr 25, 2016 4:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 38304
Re: [MOD 0.12.x] Rescaled Evolution Factor
Bug, the actual in game evolution factor caps out at 95% with this mod (20/25/50), looks like the % from destroying bases is only 25% not 30%
- Tue Apr 05, 2016 4:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 38304
Re: [MOD 0.12.x] Rescaled Evolution Factor
Been doing some more thinking. Im not sure limiting each section of the evolution is the best idea. Perhaps have all of them be capable of increasing the evolution to 100% but slow as they approach it (similar to base game) so if time evolution was 30%, destruction evolution was 80%, and pollution e...
- Mon Mar 28, 2016 5:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 38304
Re: [MOD 0.12.x] Rescaled Evolution Factor
As far as balance goes, I agree this seems to hit hardest mid game, perhaps put more weight on time and bases killed and less on pollution (especially since pollution already causes them to attack). Story: Mid game was trying to get my first expansion and was at about 60% evolution factor, didn't ha...