Search found 212 matches

by Dixi
Thu Oct 16, 2025 8:37 am
Forum: Modding help
Topic: player teleport sound
Replies: 2
Views: 223

Re: player teleport sound

Looks like it's a standard sound that fit into "GUI effects" category, since exactly same sound plays for research queue modification.
Any way to fine tune those sounds individually for different events?
by Dixi
Thu Oct 16, 2025 8:23 am
Forum: Modding help
Topic: player teleport sound
Replies: 2
Views: 223

player teleport sound

I use QuickMapTagTeleport for fast travel around map.
On player teleport it emit very annoying sound, like a beep.
But I can't find any play_sound or sound in mentioned mod lua files at all.
Do API function player.teleport ( position, surface ) produce that sound itself?
How to mute it?

I tried to ...
by Dixi
Sat Apr 05, 2025 10:27 am
Forum: Not a bug
Topic: [2.0.43] Any? liquid goes through fusion reactor
Replies: 1
Views: 415

[2.0.43] Any? liquid goes through fusion reactor

When modifying space platform I accidently put a Fusion Reactor cooling port near Thruster Fuel pipeline. It attached, and thruster fuel goes through both reactors to a storage tank, that was expected to store coolant.

I'm not sure is it a bug or feature.
Usually a structure, if it's not a ...
by Dixi
Sat Jan 18, 2025 6:14 pm
Forum: Implemented Suggestions
Topic: [SA] Add option to rename space platforms
Replies: 8
Views: 7988

Re: [SA] Add option to rename space platforms

Can you mark this as solved, please?

About subj and this discussion.
Factorio has quite well designed interface. If something can be done, it can be done same way for everything similar. If you can change locomotive/train name by clicking on the name in train timetable menu, then you can change ...
by Dixi
Fri Jan 17, 2025 6:24 am
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 178
Views: 52213

Re: Ability to craft lower quality with higher quality

This could be a nice change. For sample, currently I have to trash extra Uncommon plates, because I'm just getting too much of them, while I need mostly Rares and above.

Seeing 9+ pages of replies in this thread, I can assume that it's a really wanted feature.
But I have a feeling, that dev's ...
by Dixi
Tue Jan 14, 2025 7:07 pm
Forum: Ideas and Suggestions
Topic: Default map zoom level
Replies: 0
Views: 386

Default map zoom level

Problem exist since 2.0 release day

When one press a key to open map (and expect that it works exactly in 1.1) it does not works like expected. It opens map (called remove view now) in very zoomed in condition. That force a player to roll zoom out on a mouse every time, after pressing map keybind ...
by Dixi
Wed Dec 25, 2024 9:08 am
Forum: General discussion
Topic: Do you care about infrastructure costs? Does it matter?
Replies: 14
Views: 3950

Re: Do you care about infrastructure costs? Does it matter?

It depends on scale. It may worth not to add Beacons to a new iron plates production factory, since it will require hundreds of them, and twice more speed modules, so may delay building for a while. And it may appear more productive just to place more smelters.

But for base elements, like power ...
by Dixi
Wed Dec 11, 2024 7:16 am
Forum: Gameplay Help
Topic: Spoil time
Replies: 4
Views: 874

Re: Spoil time

/c game.player.print( game.difficulty_settings.spoil_time_modifier )
Bigger value = longer spoil time.
Default is 1 or 2. Can be a fractional value less than 1.
by Dixi
Mon Dec 09, 2024 2:04 pm
Forum: General discussion
Topic: What exactly happens with my vanilla save when i buy the DLC
Replies: 14
Views: 4344

Re: What exactly happens with my vanilla save when i buy the DLC

Short answer: nothing happens with save files until you try to load them.

If you want to play 1.1 save, you can just make a separate folder with Factorio 1.1

But if you want to load same save (likely megabase, right?) in 2.0.
Turn Space Age mod off. You can turn off or keep Quality and Elevated ...
by Dixi
Mon Nov 25, 2024 8:57 am
Forum: General discussion
Topic: Anyone else find gthe default settings more attractive in Space Age?
Replies: 4
Views: 2949

Re: Anyone else find gthe default settings more attractive in Space Age?

Yes default game without mods looks better in 2.0

In 1.1 belt throughput was serious problem in mega base building. Since it is upgraded X4 by stack inserters and more by another tier of belts, problem dissolves completely.
Base game in 2.0 become more complex, so you don't need addons to turn it ...
by Dixi
Mon Nov 25, 2024 7:02 am
Forum: Gameplay Help
Topic: How to change import planet for resources?
Replies: 2
Views: 1039

Re: How to change import planet for resources?

When you make a request for an item on a platform, just click on a planet below (in the interface), and pick the one you need.

By default a planet, where wares are likely to be produced is set.
by Dixi
Sat Nov 23, 2024 3:06 pm
Forum: Gameplay Help
Topic: Can a liquid have quality?
Replies: 1
Views: 1677

Can a liquid have quality?

For sample, I setup a Foundry to smelt iron ore, put a few quality modules inside.
But output is liquid. When foundry started to work it outputs normal Molten Iron. No way to get Uncommon liquid at all, correct?
Seems same for every liquid - no quality at all. The only way to sort liquids, for ...
by Dixi
Fri Nov 22, 2024 6:50 am
Forum: Ideas and Suggestions
Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Replies: 67
Views: 13638

Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.

Is this extra click is not fixed yet, even with any mod?
I still wait with quality research to avoid interface troubles.
by Dixi
Sat Nov 16, 2024 1:27 pm
Forum: Gameplay Help
Topic: Ho to open map without zooming out every time?
Replies: 28
Views: 6219

Re: Ho to open map without zooming out every time?

I posted this as bug, but Wube still disagree, ignoring the fact, that many people find this map change quite uncomfortable. No idea what else to do, to make them fix it.
As I saw modders also have no success yet in fixing map zoom level.
by Dixi
Fri Nov 15, 2024 8:53 am
Forum: Ideas and Suggestions
Topic: The +300% productivity cap should be documented in-game or removed
Replies: 42
Views: 14475

Re: The +300% productivity cap should be documented in-game or removed

I have a feeling, that author of this post is a lawyer :-)
A lot of games are about exploration, and unpredictable results one can meet on a way or in the end.
Factorio actually has much more information displayed and documented, compared to many other games.

Okay, xylo , you planned to make ...
by Dixi
Fri Nov 15, 2024 7:46 am
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 38
Views: 8325

Re: Quality options for chests and trains

I want bigger volume wagons with quality. Since wagon size is quite small for now. As I remember a lot of bigger mod packs made wagon cargo bigger in 1.1, Industrial Revolution 3 for sample.
by Dixi
Fri Nov 15, 2024 7:38 am
Forum: Ideas and Suggestions
Topic: Allow restricting turret coverage
Replies: 3
Views: 877

Re: Allow restricting turret coverage

Yes, in space, sometimes you want to set a turret to guard just a sector, maybe 1/4 or 1/2 of whole circle. To avoid shooting not dangerous things, to save ammo, or to shoot things that are directly on platform way, instead of wasting ammo on asteroids on sides.
by Dixi
Fri Nov 15, 2024 7:04 am
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 75
Views: 21893

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Here is a map I'm playing on Fulgora. Default map generation settings.
Untitled-1.jpg

As I understand main complain in this theme is that other small islands with rich resources are not accessible until Aquilo tech.
While I'm trying to show that the map have enough place and resources on good ...
by Dixi
Thu Nov 14, 2024 10:49 am
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 75
Views: 21893

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

I think everything is Okay with Fulgora and tech tree for now.
Just don't be lazy and explore around, before starting build.
It's not hard to find reasonably big island with enough scrap deposits.
I'm playing on a random generated map. Bigger islands often have a few scrap deposits about 200-500k ...
by Dixi
Mon Nov 11, 2024 10:03 am
Forum: Gameplay Help
Topic: Logistic groups - basic maintenance missing
Replies: 5
Views: 1310

Re: Logistic groups - basic maintenance missing

I also do not understand, how logistic groups works. I can name some unnamed group in platform request list. But what next? I expected that I can select same list on other platform (not to create same transport list again), but found no place to click to see list of those groups.

Go to advanced search