Search found 39 matches

by nethus
Wed Sep 17, 2025 9:01 am
Forum: Gameplay Help
Topic: A bug with achievements
Replies: 2
Views: 517

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: 676

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 382 times
by nethus
Wed Jul 16, 2025 6:32 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2029
Views: 834454

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: 2029
Views: 834454

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: 928

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: 1619

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: 3131

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: 995

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: 919

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 ...
by nethus
Wed Jan 22, 2025 7:11 pm
Forum: Gameplay Help
Topic: Robots suddenly leave the main network
Replies: 11
Views: 1559

Re: Robots suddenly leave the main network

You could configure a request in one roboport for let's say 100 con bots (or logi bots), and pick them out of that robopurt using a filtered inserter that stores them in a chest
by nethus
Wed Jan 22, 2025 12:25 am
Forum: Ideas and Suggestions
Topic: Select current recipe when changing assembler recipe
Replies: 14
Views: 1921

Re: Select current recipe when changing assembler recipe

Yes please, would be so convenient
by nethus
Tue Jan 21, 2025 6:41 pm
Forum: Gameplay Help
Topic: Water pump problem
Replies: 8
Views: 918

Re: Water pump problem

Are you sure you aren't using a regular pump instead of an offshore pump?
One can only pump water out of the ocean with an offshore pump
by nethus
Fri Jan 17, 2025 8:52 am
Forum: Gameplay Help
Topic: Read alerts with combinators
Replies: 3
Views: 718

Re: Read alerts with combinators

You can take a look into this topic for ideas and blueprints, but as stated above, I'd rather upgrade power production
All the zero drain laser walls
by nethus
Wed Jan 15, 2025 12:34 pm
Forum: Gameplay Help
Topic: In remote view, try to remove some inventory from the spidertron, no robor come to pick up
Replies: 10
Views: 1581

Re: 2.0.28 In remote view, try to remove some inventory from the spidertron, no robor come to pick up

You need construction bots to do that. All remote actions on inventory slots of vehicles, inserter, assembly machines,... are handled by construction bots.
by nethus
Sat Dec 28, 2024 9:44 am
Forum: Gameplay Help
Topic: reactor heating quickly(solved by self)
Replies: 4
Views: 701

Re: reactor heating quickly(solved by self)

Hi sprogofpunk

A reactor being destroyed e.g. by biters if above 900°C will explode and can trigger a chain reaction, but other than that it's no problem: they just max out at 1000°C.
It's highly inefficient though, your precious fuel cells are simply wasted.
You should look for a way to ...
by nethus
Tue Dec 03, 2024 10:24 pm
Forum: Ideas and Suggestions
Topic: Better speed control for player with exoskeleton
Replies: 5
Views: 1354

Re: Better speed control for player with exoskeleton

Good idea. I think 95% of the time I disabled my exoskeleton would not have been necessary if it had acceleration built in
by nethus
Mon Dec 02, 2024 1:39 pm
Forum: Ideas and Suggestions
Topic: Gleba science pack research micronmanagement solution
Replies: 44
Views: 12531

Re: Gleba science pack research micronmanagement solution

Please, let the labs research other enqueued technologies if there are packs missing for the first one in the queue. Make it a priority queue instead of a waiting queue. For a game that's all about automation, forcing the user to micromanage the science queue seems really weird.
by nethus
Mon Dec 02, 2024 12:06 pm
Forum: Gameplay Help
Topic: Full Details for Map Generation Settings?
Replies: 6
Views: 1711

Re: Full Details for Map Generation Settings?


Evolution itself increases steadily, with 3 things contributing to the evolution increase: time (for every minute elapsed the evolution is increases a little bit), destroy (every destroyed nest increases evolution a little bit) and pollution (every pollution absorbed by a nest used to send an ...
by nethus
Tue Nov 12, 2024 11:44 am
Forum: General discussion
Topic: It takes too long to get to new Space Age content
Replies: 28
Views: 14167

Re: It takes too long to get to new Space Age content

I've been rushing to get off-planet and at 25h in I have a basic space platform, but I feel very nervous about heading out to Vulcanus.
I've been careful with pollution and have cleared a safe radius around my base, but it's unprotected.
It's a minimal base, I've only made RGB science, no GMY, no ...
by nethus
Fri Nov 08, 2024 2:09 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 173
Views: 47792

Re: Ability to craft lower quality with higher quality


Quality is essentially unusable at the point it is unlocked IMO.

In order to use it in any meaningful way, you need a way to collect increased quality plates as well as the intermediate products. Almost every single recipe requires plates of some kind, and it isn't possible to get them until you ...

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