Search found 87 matches
- Fri Jun 06, 2025 4:35 pm
- Forum: Not a bug
- Topic: [2.0.20] Cannot rotate a copied railgun turret in all directions
- Replies: 2
- Views: 784
Re: [2.0.20] Cannot rotate a copied railgun turret in all directions
Thanks for the report, I think this is not a bug. If you copy an entity, it behaves as if you made a blueprint of the entity and blueprints can't be rotated in 8 directions.
What you've described is the explaination for why it's a bug. Railgun turrets are intended to be rotated in 8 directions ...
- Wed Apr 02, 2025 3:32 am
- Forum: Technical Help
- Topic: Can I Family Share (steam) Space Age?
- Replies: 8
- Views: 835
Re: Can I Family Share (steam) Space Age?
There are a couple different ways of going about this where the situation mentioned would be technically feasible... but, while Wube seems pretty laid back about it, I don't want to publicly encourage multiple people to be simultaneously playing using the same copy of the game.
Oh definitely ...
- Tue Apr 01, 2025 11:09 pm
- Forum: Technical Help
- Topic: Can I Family Share (steam) Space Age?
- Replies: 8
- Views: 835
Re: Can I Family Share (steam) Space Age?
You can Family Share Factorio as well as Space Age, however , a single Steam license for the game can only be played by one player simultaneously.
Hmmm, are you certain about that? It's been several years (and we were using 1.x at the time), but we used to play on this same friend's multi ...
- Tue Apr 01, 2025 4:51 pm
- Forum: Technical Help
- Topic: Can I Family Share (steam) Space Age?
- Replies: 8
- Views: 835
Can I Family Share (steam) Space Age?
I have connected my steam account to my factorio account.
I have Family-Shared Factorio (base) with my wife (she's in my Steam-Family).
I would like to Family-Share Space Age as well. Our intent is to join a friend's multiplayer server together (each on our own computer).
Is this possible?
If so ...
I have Family-Shared Factorio (base) with my wife (she's in my Steam-Family).
I would like to Family-Share Space Age as well. Our intent is to join a friend's multiplayer server together (each on our own computer).
Is this possible?
If so ...
- Wed Mar 19, 2025 5:20 pm
- Forum: Gameplay Help
- Topic: How can I get the distance travelled by space platform?
- Replies: 4
- Views: 1587
Re: How can I get the distance travelled by space platform?
I tried a "speed this tick" summnation, but it is hampered by the fact that a speed of, say, 125.47 is reported truncated, as 125, which leads to the odometer running slow.
Worse, my "clever fix" of using speed*100 (to get the fractions) doesn't work. In the above example, 125.47 * 100 = 12500 ...
Worse, my "clever fix" of using speed*100 (to get the fractions) doesn't work. In the above example, 125.47 * 100 = 12500 ...
- Wed Mar 19, 2025 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Add Platform distance along route (circuit value)
- Replies: 6
- Views: 855
Re: Add Platform distance along route (circuit value)
Can't you integrate the speed?
Sadly, no. Speed is truncated, so the odometer runs slow. That is, a speed of, say, 125.47m/s is reported as "125". If that's your steady speed, your Odo slowly loses distance over time.
Worse, it's truncated BEFORE reporting! In the above example, V [125.47 ...
- Mon Mar 17, 2025 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Add Platform distance along route (circuit value)
- Replies: 6
- Views: 855
Add Platform distance along route (circuit value)
I'd like to use circuitry to read the distance along the current space-platform path. I'm talking about the value displayed in the UI between the two planet<etc> icons, and "read" the same way I can read Speed (S) and Damage taken (D).
THIS post asks how to do it and THIS one is about how it was ...
THIS post asks how to do it and THIS one is about how it was ...
- Sat Mar 15, 2025 12:10 am
- Forum: Implemented mod requests
- Topic: Add the ability to read distance along a space route via scripting
- Replies: 12
- Views: 1438
Re: Add the ability to read distance along a space route via scripting
Ah yes, I misread the OP.
New request: that value (distance travelled) available to game-UI circuitry.
Similar reasons as OP (and more!), but for us non-scripting ("vanilla"
) players.
New request: that value (distance travelled) available to game-UI circuitry.
Similar reasons as OP (and more!), but for us non-scripting ("vanilla"

- Fri Mar 14, 2025 11:37 pm
- Forum: Implemented mod requests
- Topic: Add the ability to read distance along a space route via scripting
- Replies: 12
- Views: 1438
Re: Add the ability to read distance along a space route via scripting
Hmmm, not seeing distance-travelled in 2.0.41. Where should I look instead?

- Tue Mar 04, 2025 6:34 pm
- Forum: Pending
- Topic: [2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
- Replies: 4
- Views: 538
Re: [2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus.
This sounds like you have excess power production capability on your reactor compared to your consumption , as such some of the cores must be "overflowing" with plasma, "output full" and stop working ...
- Tue Mar 04, 2025 3:43 am
- Forum: Gameplay Help
- Topic: Platform interrupts do not fire.
- Replies: 3
- Views: 373
Re: [2.0.32] Platform interrupts do not fire.
Interrupts' conditions are checked when a platform is about to leave a station.
OooOOOooo!!! Well, that's not really an "interrupt" in the traditional [circuit/programming] sense...
Ok. I can reset my expectations, but now I have a feature request: REAL interrupts, with the meaning of "interrupt ...
OooOOOooo!!! Well, that's not really an "interrupt" in the traditional [circuit/programming] sense...
Ok. I can reset my expectations, but now I have a feature request: REAL interrupts, with the meaning of "interrupt ...
- Tue Mar 04, 2025 3:38 am
- Forum: Pending
- Topic: [2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
- Replies: 4
- Views: 538
[2.0.32] Fusion Reactor 2x2, only 2 get full bonus.
I have a "normal" 2x2 array of Fusion Reactors.
2 of them get the expected +200% bonus -- the diagonal upper-right/lower-left ones.
2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus.
All 4 are operating and have fluid.
Pix attached.
Reactor1.png ...
2 of them get the expected +200% bonus -- the diagonal upper-right/lower-left ones.
2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus.
All 4 are operating and have fluid.
Pix attached.
Reactor1.png ...
- Tue Mar 04, 2025 1:43 am
- Forum: Gameplay Help
- Topic: Platform interrupts do not fire.
- Replies: 3
- Views: 373
Platform interrupts do not fire.
On my outer-system platform, Fortescue, the "you've got enough Promethium chunks; go home" platform doesn't fire.
Here is a pic of the interrupt:
Platform-interrupt.png
Here is the full schedule (NOTE: I launch to Edge-Of-Solar-System manually but, again, the interrupt doesn't fire).
Platform ...
Here is a pic of the interrupt:
Platform-interrupt.png
Here is the full schedule (NOTE: I launch to Edge-Of-Solar-System manually but, again, the interrupt doesn't fire).
Platform ...
- Fri Feb 07, 2025 9:47 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 542
Re: Quality of Life: Ability to search a factory/planet for modules.
Aha!
Ok, well... In Space Age, I'm rarely on the planet I want to adjust; I do almost everything remotely. In fact, if I don't drop out of map mode and zoom in, I often can't even remember what planet my "Steve" is on! (I think he's sitting around Vulcanus right now, as we recently got our first ...
Ok, well... In Space Age, I'm rarely on the planet I want to adjust; I do almost everything remotely. In fact, if I don't drop out of map mode and zoom in, I often can't even remember what planet my "Steve" is on! (I think he's sitting around Vulcanus right now, as we recently got our first ...
- Fri Feb 07, 2025 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 542
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. It looks like a wonderful tool, but I don't get how to get at it. Again my apologies if I'm just missing the obvious, but can you give me a step-by ...
( 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. It looks like a wonderful tool, but I don't get how to get at it. Again my apologies if I'm just missing the obvious, but can you give me a step-by ...
- Fri Feb 07, 2025 4:56 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 542
Re: Quality of Life: Ability to search a factory/planet for modules.
For this case (searching for the last remaining instances of something) I use Upgrade planner .
Set up the searched modules/entities of desired and/or conditional quality.
[...snip]
Ok, so I went back to double-check this -- in my upgrade planner (2.0.32), I can't find any settings. It's just ...
- Thu Feb 06, 2025 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 542
Re: Quality of Life: Ability to search a factory/planet for modules.
A nice workaround, thanks.
I still think my suggestion is a good Quality Of Life improvement; the folks at Wube often seem interested in such things.
I still think my suggestion is a good Quality Of Life improvement; the folks at Wube often seem interested in such things.

- Thu Feb 06, 2025 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 542
Quality of Life: Ability to search a factory/planet for modules.
Simple use case: I'd like the ability to see where I still have Efficiency Module 2-s -- of a specific quality! -- so I can replace/upgrade them.
There are, literally, dozens of similar examples: Where else do I have Speed Module 1s? Where else do I have Common Quality Module 3s? Etc.
I'd love the ...
There are, literally, dozens of similar examples: Where else do I have Speed Module 1s? Where else do I have Common Quality Module 3s? Etc.
I'd love the ...
- Fri Jan 17, 2025 5:15 am
- Forum: Duplicates
- Topic: [StrangePan][2.0.14] Factorio hangs if you switch users (MacOS)
- Replies: 8
- Views: 808
Re: [strangepan] [2.0.14] Factorio hangs if you switch users (MacOS)
See also https://forums.factorio.com/viewtopic.php?p=645262#p645262 , which has a slightly simpler reproduction, and an analysis of which code is hanging (some graphics code).
It might not help in your specific situation, but running headless doesn't hang:
./factorio --verbose --start-server ...
- Thu Jan 16, 2025 9:01 pm
- Forum: Not a bug
- Topic: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved
- Replies: 3
- Views: 453
Re: [2.0.28] Rocket Parts show stack-size & rocket capacity, even though they can't be made/moved
I can see how perhaps this is low priority, but "not a bug" seems a mischaracterization.
If there's a stack size, it is reasonable to expect to make stacks of them.
If there is a rocket capacity, it is reasonable to expect to put them into rockets.
Regardless of the reason offered, this item is an ...
If there's a stack size, it is reasonable to expect to make stacks of them.
If there is a rocket capacity, it is reasonable to expect to put them into rockets.
Regardless of the reason offered, this item is an ...