Search found 276 matches

by Nosferatu
Wed Dec 03, 2025 11:32 am
Forum: This Forum
Topic: Is there a new "bump" feature on the forum ?
Replies: 9
Views: 943

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

Maybe someone turned it on for a short time. It looks like this is a feature of phpBB that you only need to activate.
(But I don't know which version we are running here)

You can always ask the person who did it ;)
memberlist.php?mode=viewprofile&u=184513
by Nosferatu
Mon Dec 01, 2025 11:37 am
Forum: Ideas and Suggestions
Topic: Automate spidertron construction of out-of-range ghost buildings
Replies: 2
Views: 288

Re: Automate spidertron construction of out-of-range ghost buildings

This idea and the mod sound awesome.
Time to start factorio again and add new things ;)
by Nosferatu
Fri Nov 07, 2025 8:07 am
Forum: Gameplay Help
Topic: Spaceships interrupts don't interrupt...
Replies: 4
Views: 534

Re: Spaceships interrupts don't interrupt...

When you plot a course to the shattered planet it's different.
Take a close look at the schedule.

All planets have leave when schedules.
Shattered planet has fly until.

Happens automatically. Use it.
by Nosferatu
Fri Oct 17, 2025 3:52 am
Forum: Implemented Suggestions
Topic: Give Combinators Higher Power Priority
Replies: 12
Views: 1106

Re: Give Combinators Higher Power Priority

Last time it was said this happens when power goes below 48,54%. Now it happens at 90%?
Last time there was a game play solution: Isolate your important combinators in it's own well backed up power grid.
How is this done on a space platform?

Link to last times technical explanation:
https://forums ...
by Nosferatu
Mon Oct 06, 2025 6:15 pm
Forum: Ideas and Suggestions
Topic: Fifo chest
Replies: 24
Views: 2596

Re: Fifo chest

I have to take that back.
After watching my Bioflux Buffer chest in my Gleba Base for a while and some testing:

I have no clue how I can use the "Spoiled first" inserter functionality to keep a fresh buffer chest.

The problem is: At the beginning it looks like it would work.
Spoiled first will ...
by Nosferatu
Mon Oct 06, 2025 3:51 pm
Forum: Ideas and Suggestions
Topic: Fifo chest
Replies: 24
Views: 2596

Re: Fifo chest

According to the wiki spoiling in a chest is done per stack.
So Spoiled first should be close to FIFO as long as you have decent throughput and quantitys.


https://wiki.factorio.com/Spoilage_mechanics
Freshness and stacking
When spoilable items form a stack (inserters picking up items, items being ...
by Nosferatu
Tue Sep 30, 2025 7:28 pm
Forum: Gameplay Help
Topic: Train ignores waiting bay
Replies: 10
Views: 1163

Re: Train ignores waiting bay

Try if the problem goes away if you put a wait 1 second condition onto the waiting bays.

From https://wiki.factorio.com/Railway#Train_schedule
It is also possible to set no wait condition, this causes the train to simply pass by the station without stopping.
by Nosferatu
Mon Sep 15, 2025 3:02 pm
Forum: Technical Help
Topic: [2.0.55] won't update
Replies: 11
Views: 2134

Re: 2.0.55 won't update

From 2.0.56 update thread
raiguard wrote: Thu Jun 19, 2025 2:46 pm We are pulling this release due to a packaging error. Stay tuned for 2.0.57.
Maybe pulling that releases broke something for the update chain for gog bought games?
(Disclaimer: I have no clue if their is a difference for updating when you buy from GOG)
by Nosferatu
Tue Sep 02, 2025 6:26 am
Forum: Gameplay Help
Topic: Silo not requesting from logistics network
Replies: 4
Views: 665

Re: Silo not requesting from logistics network

Your platform is not in automatic mode. I think that's the problem.
You need to set the schedule for the planet you are loading + a wait condition (for example wait 30 seconds)

And why is processing unit in red in the requests?
Please mouse over and tell us what it says.
by Nosferatu
Mon Sep 01, 2025 11:40 am
Forum: Ideas and Suggestions
Topic: [Space Age] Silo animations should be influenced by speed modules
Replies: 3
Views: 755

Re: [Space Age] Silo animations should be influenced by speed modules

In Space Age a second rocket starts being produced while the first one is launched. Also the door animation should stop playing.
Your problem should only start once you produce faster then the animations.

This was their compromise they did not want to speed up the animations:

Source: https ...
by Nosferatu
Tue Aug 12, 2025 10:47 am
Forum: Gameplay Help
Topic: Requesting any item from a planet
Replies: 4
Views: 710

Re: Requesting any item from a planet

When you add a Logistic Request in your Space Platform there should be a box that shows you the "Import" planet and allows you to change it.
Sorry. Not at home. Can't provide screenshot

It looks like this: https://www.reddit.com/r/factorio/comments/1gr0rer/i_would_love_a_any_planet_option_for_the ...
by Nosferatu
Tue Aug 12, 2025 10:39 am
Forum: Gameplay Help
Topic: Requesting any item from a planet
Replies: 4
Views: 710

Re: Requesting any item from a planet

Only a few items have Fulgora preselected as source planet, but you can change that for every item.

FIRST select the item. Then change the sourceplanet.
Beware. Changing the item will change the source planet again.
by Nosferatu
Thu Aug 07, 2025 5:57 pm
Forum: Gameplay Help
Topic: "Station not full" condition problem
Replies: 4
Views: 622

Re: "Station not full" condition problem

Copper Depot is written white in the map. So it's not full.
I think you did not set a train limit at copper station.
by Nosferatu
Wed Jul 16, 2025 4:27 pm
Forum: Ideas and Suggestions
Topic: Windows Headless Server Edition
Replies: 11
Views: 1194

Re: Windows Headless Server Edition

From Wiki: Multiplayer
The headless package does not contain any files irrelevant for a pure server, such as graphics and sounds. It is also not linked against libraries that may not be present on a server machine, such as Xlib, libGL or libasound.
The Library linking is not a problem on windows ...
by Nosferatu
Thu Jul 03, 2025 10:34 am
Forum: Ideas and Suggestions
Topic: Better drone charging AI would be nice
Replies: 1
Views: 316

Re: Better drone charging AI would be nice

There are bases out there that have thousands of bots so
...for performance reasons, we don't do any pathfinding at all.
I can only suggest: Don't build robot networks that go around enemy territorry. Simply kill those bastards and straighten your defensline.

If you want to know more about robots ...
by Nosferatu
Wed Jun 25, 2025 3:39 am
Forum: Not a bug
Topic: [2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
Replies: 2
Views: 496

Re: [2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))

This behaviour indicates that there is another station with this name, somewhere else, which is not reachable.
by Nosferatu
Mon May 26, 2025 10:25 am
Forum: Gameplay Help
Topic: Second play through, first K2 and vaguely frustrated…
Replies: 14
Views: 2421

Re: Second play through and vaguely frustrated…

Try to get the Lazy Bastard Achievement on your second run.
That will teach you to automate as much as possible as early as possible. :P
by Nosferatu
Sat Apr 05, 2025 5:22 am
Forum: Gameplay Help
Topic: Is this 8 belt balancer efficient?
Replies: 13
Views: 5613

Re: Is this 8 belt balancer efficient?

If Steel starves. Production will go down.
That will lower iron consumption. Steel will go up again.

If this is a problem build more mines and smelters.
by Nosferatu
Sat Mar 22, 2025 12:03 pm
Forum: Duplicates
Topic: [2.0.42] Problem when building a large platform using a blueprint
Replies: 2
Views: 429

Re: [2.0.42] Problem when building a large platform using a blueprint

That's known and is "Not a bug"
You can't build into areas that are not explored. I think that's a performance thing.
viewtopic.php?t=126825
by Nosferatu
Fri Mar 21, 2025 10:25 pm
Forum: Gameplay Help
Topic: Bulk Inserters only grabbing one item (no override)
Replies: 2
Views: 668

Re: Bulk Inserters only grabbing one item (no override)

Asteroid chunks have a stack size of 1.
You can never grab more of them

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