Search found 526 matches
- Wed Feb 19, 2025 11:12 am
- Forum: Gameplay Help
- Topic: Thruster fluid behavior
- Replies: 12
- Views: 929
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
Hi Zaflis ...
- Wed Feb 19, 2025 10:31 am
- Forum: Gameplay Help
- Topic: Thruster fluid behavior
- Replies: 12
- Views: 929
Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
- Thu Feb 06, 2025 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Show "Quality Limit: 0%"
- Replies: 3
- Views: 378
Re: Show "Quality Limit: 0%"
There is no negative quality, 0% is lowest effect it can have. Even then the spoilage isn't some % based but by quality rank the item is given, common, uncommon, rare...trancexpress wrote: Tue Feb 04, 2025 6:54 am Does negative quality increase starting spoilage percentage when an item is crafted?
- Thu Feb 06, 2025 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Show "Pollution: -%" for Efficiency module
- Replies: 3
- Views: 300
Re: Show "Pollution: -%" for Efficiency module
So there are at least these 2 options or both:
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.
2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.
2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
- Thu Feb 06, 2025 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Totals for production graphs
- Replies: 0
- Views: 116
Totals for production graphs
TL;DR
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.
What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.
What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
- Tue Jan 28, 2025 4:42 am
- Forum: Modding help
- Topic: fuel_icon graphics can't be replaced
- Replies: 1
- Views: 210
fuel_icon graphics can't be replaced
I have a topic here with more details:
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...
- Wed Jan 01, 2025 1:45 pm
- Forum: Resolved Requests
- Topic: Add auto_recycle to RecipePrototype
- Replies: 7
- Views: 915
Re: Add auto_recycle to RecipePrototype
I would not have been able to find this information; auto_recycle, can_recycle without google. So here it is again:
https://github.com/wube/factorio-data/blob/master/quality/prototypes/recycling.lua#L153
Main part is this though:
local can_recycle = can_recycle or default_can_recycle
If you ...
https://github.com/wube/factorio-data/blob/master/quality/prototypes/recycling.lua#L153
Main part is this though:
local can_recycle = can_recycle or default_can_recycle
If you ...
- Sat Dec 21, 2024 7:26 am
- Forum: Ideas and Suggestions
- Topic: Rotating placed turrets
- Replies: 2
- Views: 379
Re: Rotating placed turrets
So yes i did come to notice that if they need to turn once they will drop down to the new closest angle. That's not bad actually, it's just the first shot may require some more turning if it's way wrong.
- Mon Dec 09, 2024 9:07 am
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 13
- Views: 2289
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
Your character is (really travelling, not just remote view) onboard the platform too at the time?
- Mon Dec 09, 2024 6:07 am
- Forum: Not a bug
- Topic: [2.0.23] entity_prototype_collides returns true but shouldnt
- Replies: 6
- Views: 494
Re: [2.0.23] entity_prototype_collides returns true but shouldnt
They are likely going to need to see your source code. It takes time even for them to go through API's and figure out steps you are trying to do, of which you could have made typos too.
- Mon Dec 09, 2024 6:05 am
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
- Replies: 13
- Views: 2289
Re: [2.0.20] Can't receive "Finish the game" achievement after catching up to 50% time in multiplayer
What does the achievement UI show you about the achievement? It should show if it's currently achievable or not.
- Mon Dec 09, 2024 5:50 am
- Forum: Minor issues
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 10
- Views: 1822
Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
Concrete should recycle 10 times faster.
It's annoyng how much recyclers I must put to destroy concrete. One per every five scrap recyclers.
There is a little workaround for that currently, adding a middlestep to craft the concrete into hazard concrete. That in turn will recycle much much faster ...
It's annoyng how much recyclers I must put to destroy concrete. One per every five scrap recyclers.
There is a little workaround for that currently, adding a middlestep to craft the concrete into hazard concrete. That in turn will recycle much much faster ...
- Sun Nov 24, 2024 5:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
- Replies: 34
- Views: 7949
Re: [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game
I'm having the same issue of not achieving logistic network embargo with space age. I have the following unique conditions:
- I don't use steam. My game is directly downloaded and independently installed. No steam is installed on this PC
- I have never achieved any logistic network embargo before ...
- Fri Nov 22, 2024 11:15 pm
- Forum: Gameplay Help
- Topic: Which Recipes are NOT affected by the Productivity Cap of +300%?
- Replies: 10
- Views: 1982
Re: Which Recipes are NOT affected by the Productivity Cap of +300%?
I haven't tried science productivity yet, but scrap productivity is capped at 300% (i hope they change it!):
(320% will cost 215M of each science and something like 3h 30 mins at 1M eSPM)- Thu Nov 21, 2024 10:50 pm
- Forum: Ideas and Suggestions
- Topic: Agricultural Tower Grid
- Replies: 18
- Views: 2349
Re: [Space age] Show other agricultural tower ranges, while holding an agricultural tower.
Agreed, when i was making treefarm i used some lamps in the copy/paste blueprint as area markers for workaround. It took some trial and error to get them to right spots.
- Thu Nov 21, 2024 10:33 pm
- Forum: Ideas and Suggestions
- Topic: The +300% productivity cap should be documented in-game or removed
- Replies: 42
- Views: 9966
Re: The +300% productivity cap should be documented in-game or removed
I just realized that there is no documented info anywhere if scrap recycling research is affected by 300% cap or not. I can only assume that it is not.
Edit: As it is in 2.0.20 the scrap recycling is affected by 300% limit, even though in bonuses UI it says 310% in my editor save.
However to reach ...
Edit: As it is in 2.0.20 the scrap recycling is affected by 300% limit, even though in bonuses UI it says 310% in my editor save.
However to reach ...
- Thu Nov 21, 2024 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Allow Quality: Any request
- Replies: 7
- Views: 2670
Re: Allow Quality: Any request
I sketched a thing in paint, ascending and descending sort option would appear in the existing list. If it was made 2 columns dropdown it might also look neater:
Factorio_sorting.png
If you select "ascending" with "any", it would select from all qualities.
If you select "ascending" with "uncommon ...
Factorio_sorting.png
If you select "ascending" with "any", it would select from all qualities.
If you select "ascending" with "uncommon ...
- Mon Nov 18, 2024 3:22 pm
- Forum: Pending
- Topic: [2.0.15] Construction robots do not set a landfill
- Replies: 8
- Views: 1069
Re: [2.0.15] Construction robots do not set a landfill
Screenshot the map with robots showing? Then highlight where the landfill chest is and where construction site is? Maybe we have a non-convex roboport network issue then?
- Mon Nov 18, 2024 4:29 am
- Forum: Pending
- Topic: [2.0.15] Construction robots do not set a landfill
- Replies: 8
- Views: 1069
Re: [2.0.15] Construction robots do not set a landfill
In any case i don't see that bug myself, here's some construction bots returning back home after build those landfill ghosts, i had my mech armor roboports turned off:
- Sun Nov 17, 2024 11:48 pm
- Forum: Pending
- Topic: [2.0.15] Construction robots do not set a landfill
- Replies: 8
- Views: 1069
Re: [2.0.15] Construction robots do not set a landfill
It sounds everything's fine with the base, but then they need anything from you to help replicate the issue. Log file, screenshots or savefile? The log would show if you are using any mods for example.