Search found 140 matches

by Brathahn
Mon Apr 28, 2025 12:33 am
Forum: Not a bug
Topic: [2.0.45] Artillery Wagon color missing
Replies: 1
Views: 239

[2.0.45] Artillery Wagon color missing

Hello,
it seems the dark/military green color of the artillery wagon is gone. i searched the changelogs but there was no mention of it being removed.

for comparison, here is the wiki picture of the artillery wagon and the one in the game:
wiki:
https://wiki.factorio.com/images/Artillery_wagon ...
by Brathahn
Tue Feb 11, 2025 6:07 pm
Forum: Ideas and Suggestions
Topic: Demolishers should damage each other
Replies: 7
Views: 554

Re: Demolishers should damage each other

on my first trip to vulcanus i tried the exact same thing and was dissapointed it didnt work.
so +1 from me.
by Brathahn
Mon Jan 20, 2025 8:26 pm
Forum: Gameplay Help
Topic: Am I stuck on Gleba?
Replies: 8
Views: 990

Re: Am I stuck on Gleba?

the game creates an autosave on your first trip to a new planet. maybe start over from there?
by Brathahn
Fri Jan 10, 2025 2:39 pm
Forum: Questions, reviews and ratings
Topic: k2 and se in sa
Replies: 10
Views: 5616

Re: k2 and se in sa


Now already 2025. And still none of the (most popular) overhauls are actually updated for 2.0. :s


only 3 months after release. give the mod authors some time to play the expansion.
i have some small mods of my own, but i have not updated them yet, because even with a small mod it is a lot of ...
by Brathahn
Sun Dec 29, 2024 4:59 am
Forum: Minor issues
Topic: [2.0.28] Window is unresponsive during launch
Replies: 4
Views: 650

Re: [2.0.28] Window is unresponsive during launch

I have the same "problem" or behavior. but i never seen it as a bug, just the game loading its stuff from the disk.
Moving the game from HDD to SSD helped to shorten the time the window is unresponsive a lot.
In my experience a lot of games have this behavior on starting.
by Brathahn
Sun Dec 15, 2024 2:28 pm
Forum: Gameplay Help
Topic: Radar Perma-Reveal
Replies: 5
Views: 500

Re: Radar Perma-Reveal

Roboports have radar coverage now too
by Brathahn
Sat Nov 23, 2024 12:05 am
Forum: Ideas and Suggestions
Topic: Agricultural Tower Grid
Replies: 18
Views: 2354

Re: Agricultural Tower Grid

+1
also let us see the grid from the map/remote view
by Brathahn
Tue Nov 19, 2024 12:44 pm
Forum: Ideas and Suggestions
Topic: A view mode that ignores elevated rails
Replies: 15
Views: 2031

Re: A view mode that ignores elevated rails

i second this.
in places like this, its really hard to see or change things if there are elevated rails on top
2024-11-19 13_34_09-Factorio_ Space Age 2.0.20.png


maybe a solution like rollercoaster-tycoon where you could make the rides transparent but still see a hint of them would be a good ...
by Brathahn
Mon Nov 18, 2024 4:08 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex][2.0.11] Super Force Building Over Belts Forces Incorrect Belt Orientation
Replies: 9
Views: 3328

Re: [kovarex][2.0.11] Super Force Building Over Belts Forces Incorrect Belt Orientation

i know its already fixed but my workaround for this was to just super force build it twice to get the correct result
by Brathahn
Mon Nov 11, 2024 12:30 pm
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 23
Views: 8467

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

+1
the selector combinator would be perfect for this. as it stated in the FFF it woud be a catch-all solution for niche applications like this
https://factorio.com/blog/post/fff-384
Since the scope of the Selector combinator is quite broad, there is also room for further functions we could give it ...
by Brathahn
Fri Nov 08, 2024 2:17 pm
Forum: News
Topic: Friday Facts #436 - Lost in Translation
Replies: 81
Views: 20034

Re: Friday Facts #436 - Lost in Translation

.




P̷̧̪̯͔̪͈͉̖̲̣͖̐̋̓̓̏̅̀͛̈́̉͋̍̃͐͑͘̕̚l̸̛̛̼̜̖̣̞̻͕̆̋̂̓̉̌̌̀͊͆͘ě̸̡̻̠͙̙̼̹̭̱̘͚̘̰̰͓̠̹̺̥̳̦̟͉̦̱̠̥̟̻̥̱̦͐̒̅͆̔̂̃̈͊͛́̕͜ͅͅͅà̴̛̘̖̹̘͙̖̖͎̋̔̌͜ͅś̸̨̛̘̪͎͎̰̦̼́̍̔͊̊͋̿̿͗̏͋̈́͂̐̒̈́͒̆̽̔̅̋̎͑͝͠͠͝ȩ̶̢̡̥̺̥̭̤͖̣͔̜̪͙̜̤̱̫̤̻̱͇͓̰̝͚̤̖̩̖̙̥̪̀̊͑̈͋̌̃͗̾̈͒̾̈́̌͋̒̂͒͊̏̆̿̕̕͜͜͠͠ͅ ̶̨̛̱̏͆̽͋̊͗̏͛͛̀̾̊̊͆̉̀̈́̈̀̑́͝͝͠ą ...
by Brathahn
Tue Nov 05, 2024 6:08 pm
Forum: Minor issues
Topic: It's possible to get science - softlocked on Vulcanus.
Replies: 18
Views: 4632

Re: It's possible to get science - softlocked on Vulcanus.



if you manage to get yourself to vulcanus without power poles, you still can send some with your space platform


Umm... no? Power poles aren't needed on the space platform, if you didn't load them in, and don't have bots to load them from Nauvis, this will not be possible.
There was a very ...
by Brathahn
Tue Nov 05, 2024 2:55 pm
Forum: Minor issues
Topic: It's possible to get science - softlocked on Vulcanus.
Replies: 18
Views: 4632

Re: It's possible to get science - softlocked on Vulcanus.

if you manage to get yourself to vulcanus without power poles, you still can send some with your space platform
by Brathahn
Mon Oct 28, 2024 9:37 pm
Forum: Not a bug
Topic: [2.0.11] Circuit signal ALL ignores quality items
Replies: 13
Views: 1194

Re: [2.0.11] Circuit signal ALL ignores quality items


I was about to create a bug report, but I found this post
This situation is really a problem.
In the original game, I was able to make a simple ore loading balancer, calculating the "arithmetic mean" between all chests.

0eNrll22OmzAQhu/in5XZxuYrcJVVFAGZJFbBIGPSphEH6D16sp6kM5Al6ZYtEKm/QqToDTN ...
by Brathahn
Tue Oct 22, 2024 8:12 pm
Forum: Ideas and Suggestions
Topic: Please add "Left-click to throw" weapons again
Replies: 5
Views: 1261

Re: Please add "Left-click to throw" weapons again

Hello,
you can rebind the key in the control settings under "use item"
2024-10-22 22_11_41-Window.png
2024-10-22 22_11_41-Window.png (5.51 KiB) Viewed 1209 times
after rebind:
2024-10-22 22_12_53-Window.png
2024-10-22 22_12_53-Window.png (30.74 KiB) Viewed 1208 times
by Brathahn
Tue Oct 22, 2024 3:57 pm
Forum: Releases
Topic: Version 2.0.7
Replies: 28
Views: 59792

Re: Version 2.0.7

Sanqui wrote: Mon Oct 21, 2024 11:04 am Circuit Network
  • [...]
  • Signal pipetting.
  • [...]
can someone explain this?
what does it do? how to use it? i havent found anything in the fff posts relating to the circuit network
by Brathahn
Fri Oct 11, 2024 1:30 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 56935

Re: Friday Facts #432 - Aquilo

can we provide heat to the base with steam pipes also? or maybe let a heat exchanger work in both ways? (steam in/heat out)
by Brathahn
Wed Aug 28, 2024 6:09 pm
Forum: Ideas and Requests For Mods
Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
Replies: 8
Views: 1184

Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.

you can use the vanilla loader (obtainable with the console or mods) to fill buildings up to the stack size

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