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by nethus
Thu Dec 25, 2025 9:10 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 410

Re: [2.0.72] bots keep taking repair packs and stuck themselves


When something in that are is damaged the game finds the *closest* provider of repair packs to the damaged thing, - which is the roboport *most* of the time.

How does that work exactly? because as I see it, they clearly prefer repair packs from storage chest instead of roboports, and are willing ...
by nethus
Tue Dec 23, 2025 3:27 pm
Forum: Not a bug
Topic: [2.0.72] bots keep taking repair packs and stuck themselves
Replies: 13
Views: 410

Re: [2.0.72] bots keep taking repair packs and stuck themselves

Same here, at least for the huge amounts of repair packs in the roboports. They aren't all overflowing yet, but we have at least one roboport that's holding it's maximum of 700 repair packs
In our multiplayer game we have a single AM, putting repair packs into a storage chest https://wiki.factorio ...
by nethus
Sun Dec 07, 2025 12:47 pm
Forum: Translations
Topic: [2.072] [NL] Cannon shell translation
Replies: 2
Views: 563

Re: [2.072] [NL] Cannon shell translation error

As a native Dutch speaker, I don't think so. 'Granaat' is correct in my opinion , or maybe 'obus' or 'artilleriegranaat' if you need to make a distinction with 'handgranaat'.
'Kogel' is non-exploding projectile.

See als https://nl.wikipedia.org/wiki/Granaat_(munitie)
https://nl.wikipedia.org/wiki ...
by nethus
Wed Dec 03, 2025 12:14 pm
Forum: This Forum
Topic: Is there a new "bump" feature on the forum ?
Replies: 9
Views: 1020

Re: Is there a new "bump" feature on the forum ?

mmmPI wrote: Wed Dec 03, 2025 12:06 pmI think it appears when you created the first post of the topic OR when you are the last to have commented on it but the post isn't already "bumped"
Yeah, that checks with my observations.
Also, see the FAQ: How do I bump my topic?
by nethus
Wed Dec 03, 2025 11:50 am
Forum: This Forum
Topic: Is there a new "bump" feature on the forum ?
Replies: 9
Views: 1020

Re: Is there a new "bump" feature on the forum ?

As far as I can tell It's still possible, but only for topics you were the last commenter

Edit: nevermind, works as well for topics I'm not longer the last commenter.
by nethus
Wed Nov 19, 2025 11:45 pm
Forum: Ideas and Suggestions
Topic: Improve contrast of white virtual-signal icons
Replies: 2
Views: 423

Re: Improve contrast of white virtual-signal icons

Yes please. Another place where the white rich text icons are nearly invisible is in the train schedule, when used as a station name for the current destination.
by nethus
Sat Nov 08, 2025 5:49 pm
Forum: Not a bug
Topic: [2.0.72] Water in pipe always going to the same machine.
Replies: 7
Views: 601

Re: [2.0.72] Water in pipe always going to the same machine.

I kick-start my space ships by importing a rocketload of barreled water, it's a lot faster than waiting to collect enough asteroids for ice
by nethus
Sat Nov 08, 2025 8:33 am
Forum: Ideas and Suggestions
Topic: Allow searching for Radar in map search
Replies: 2
Views: 262

Re: Allow searching for Radar in map search

Out of curiosity, why don't you use a filtered deconstruction planner for this?
by nethus
Mon Oct 13, 2025 6:37 pm
Forum: Ideas and Suggestions
Topic: Keeping fish alive / placing fish in water
Replies: 33
Views: 10786

Re: Keeping fish alive / placing fish in water

There is also this thread: with the following quote:
Rseding91 wrote: Mon Jul 14, 2025 8:16 pmPutting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.
by nethus
Sun Oct 12, 2025 11:33 pm
Forum: Ideas and Suggestions
Topic: production statistics - link production and consumption
Replies: 1
Views: 277

production statistics - link production and consumption

TL;DR
Linked production and consumption statistics, for easier comparison

What?
Could we please have an option to link and compare the production statistics with the consumption statistics? More specific, I would like to suggest:

using the same scale in the production and consumption graph ...
by nethus
Wed Oct 01, 2025 10:01 am
Forum: Railway Setups
Topic: my balanced train unloader
Replies: 7
Views: 40545

Re: my balanced train unloader

I guess you have a different number of locomotives on your trains? You can probably get it working by removing the rails from the blueprint so you can align te unloader correctly
by nethus
Wed Sep 17, 2025 9:01 am
Forum: Gameplay Help
Topic: A bug with achievements
Replies: 2
Views: 772

Re: A bug with achievements

That achievement keeps track of all circuits produced across all your saves, so it's probably from an earlier playtrough
by nethus
Thu Sep 11, 2025 8:46 am
Forum: Gameplay Help
Topic: Coal Liquefaction
Replies: 9
Views: 1268

Re: Coal Liquefaction

it's hard to see, and it might be an artefact caused by zooming, but could that be a blue belt in between green belts?
afbeelding.png
afbeelding.png (740.61 KiB) Viewed 974 times
by nethus
Wed Jul 16, 2025 6:32 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2055
Views: 935165

Re: Simple Questions and Short Answers


Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore


in principle, no. but there is one exception: power poles. you can place a blueprint ...
by nethus
Thu Jul 10, 2025 10:34 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2055
Views: 935165

Re: Simple Questions and Short Answers


Is there a way to place legendary fish in a pond and have them stay legendary? I have too many of them and kind of want a legendary koi pond...

No, all the fish you return to the water will lose their quality. See also this (refused) bug report :


Thanks for the report. The simple solution ...
by nethus
Sat Jun 07, 2025 10:31 am
Forum: Gameplay Help
Topic: Demolishers taking no damage
Replies: 2
Views: 1388

Re: Demolishers taking no damage

They have a high resistance to explosive damage. Your should use regular, non explosive, cannon shells. And invest in physical projectile damage upgrades via research if you haven't already.
Good luck!
by nethus
Sun May 11, 2025 12:03 pm
Forum: Ideas and Suggestions
Topic: Turn-Off beacons
Replies: 13
Views: 2217

Re: Turn-Off beacons

Also, a power switch does not work on a space platform
by nethus
Fri Apr 11, 2025 8:13 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][2.0.44] Spidertrons can still move if they have no fuel
Replies: 11
Views: 3734

Re: [2.0.44] Spidertrons can still move if they have no fuel

IIRC you can also move trains without fuel -very slowly- since 2.0, so you're able to remotely ( and manually) drive a train out of the way or towards a refueling station. Maybe that behavior is extended to other vehicles as well?
by nethus
Fri Mar 14, 2025 7:52 pm
Forum: Mods
Topic: Mod Water As A Resource
Replies: 4
Views: 1373

Re: Mod Water As A Resource

It looks like the mod author just started on porting it to 2.0: https://mods.factorio.com/mod/WaterAsAR ... a68efd6530
by nethus
Fri Feb 07, 2025 9:12 pm
Forum: Ideas and Suggestions
Topic: Quality of Life: Ability to search a factory/planet for modules.
Replies: 8
Views: 1377

Re: Quality of Life: Ability to search a factory/planet for modules.


Sorry if I'm being dense...

( NEW BUG : this UI is difficult to discover!)

...but I'm not getting the steips I need to bring up the UI in the picture.

Select the upgrade planner, open your inventory and drop it in there. You'll see a green rectangle, by right clicking it you can edit it. It'll ...

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