Search found 372 matches

by MEOWMI
Sun Dec 21, 2025 5:00 pm
Forum: Ideas and Suggestions
Topic: Remove fast inserter
Replies: 13
Views: 602

Re: Replace inserter with fast inserter

I'm not really in favor with the idea, but (civilized) discussion can be useful. The opening post doesn't seem like a thorough examination of the ramifications (everything from theoretical uses of inserters of any speed, to how their existence plays a role in more clearly guiding newer players, as ...
by MEOWMI
Mon Dec 08, 2025 3:26 pm
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 40
Views: 8225

Re: Add setting to hide unresearched items/recipes in factoriopdia

+1

Seems like a highly useful feature for many modded games.

Also worth thinking about is a feature to highlight or somehow clearly differentiate researched VS unresearched entries. Both are similar ideas but IMHO both worth including. For a topic specifically about this second idea, see https ...
by MEOWMI
Sun Dec 07, 2025 8:53 pm
Forum: Ideas and Suggestions
Topic: QoL: highlight factoriopedia recipes that are (un)locked
Replies: 2
Views: 272

Re: QoL: highlight factoriopedia recipes that are (un)locked

+1

Either this, or the ability to hide unresearched entries, or both. Preferably both.
by MEOWMI
Thu Oct 30, 2025 2:19 am
Forum: Documentation Improvement Requests
Topic: on_player_banned nil player_index
Replies: 5
Views: 570

Re: on_player_banned nil player_index


I’ve found when comments like that exist, people take them to mean “this is the *only* time this happens” when that isn’t guaranteed.

I imagine that if it's worded like "for example..." then people will not assume that the examples shown are an exhaustive list of possible scenarios (at least I ...
by MEOWMI
Wed Oct 22, 2025 9:18 am
Forum: Balancing
Topic: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?
Replies: 7
Views: 868

Re: Is that me or deathworld marathon feels broken in Space Age compared to vanilla?

Can happen due to pure chance, AFAIK there is no check to prevent this (though it's probably not impossible to beat).

If you still get problems after generating 30-50 seeds, then there might be something for real but not until then.
by MEOWMI
Thu Oct 16, 2025 4:22 am
Forum: Gameplay Help
Topic: Artillery cleaning all chunks -> no more enemy?
Replies: 5
Views: 794

Re: Artillery cleaning all chunks -> no more enemy?

It does seem very much intended. It can happen on Nauvis too technically, but usually you have to do that deliberately. The main difficulty in normal play is distinguishing between unexplored and ungenerated chunks, but the debug setting makes for a decent way to check for it outside of editor mode ...
by MEOWMI
Thu Sep 18, 2025 7:45 am
Forum: Technical Help
Topic: Victory not achieved when reached Solar System Edge
Replies: 5
Views: 2099

Re: Victory not achieved when reached Solar System Edge

The player does not need to be present. At least, not back in December when I got the win, and I really doubt they would have changed it.


the End game achievement was not triggered.

If you're speaking specifically of the achievement, and since you were playing on a server: It's required that ...
by MEOWMI
Thu Sep 11, 2025 3:03 pm
Forum: Gameplay Help
Topic: Quality seeds
Replies: 4
Views: 1172

Re: Quality seeds

I do think the easiest thing by far is to just burn them. They're barely useful.
by MEOWMI
Mon Aug 18, 2025 5:45 pm
Forum: General discussion
Topic: People who have just one save file...why?
Replies: 34
Views: 5376

Re: People who have just one save file...why?

I was taught to keep progressive saves of newer versions, just in case the newest save gets ruined somehow. It takes a bit more space, and eventually you might have to clean up and go delete some old ones, but I find it is very worthwhile. I think my Space Exploration playthrough saves ended up ...
by MEOWMI
Mon Aug 04, 2025 6:34 pm
Forum: Releases
Topic: Version 2.0.63
Replies: 3
Views: 14822

Re: Version 2.0.63

Impressive pace indeed. Thanks again!
by MEOWMI
Fri Aug 01, 2025 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.61] Belt building broken with smart belt building disabled.
Replies: 4
Views: 1317

Re: [2.0.61] Belt building broken with smart belt building disabled.

I ran into this as well. Needless to say, I consider it a bug.
by MEOWMI
Wed Jul 30, 2025 8:33 pm
Forum: General discussion
Topic: [SA] Only research and biter eggs on Nauvis?
Replies: 13
Views: 2105

Re: [SA] Only research and biter eggs on Nauvis?

I've seen bases where people make a small island on a lake, with a landing pad, power infra, nests for eggs and then just labs. It's so small it can fit on a lake pretty comfortably and works extra well if you can find an island somewhere with uranium ore on it. It's a pretty cool concept, though I ...
by MEOWMI
Mon Jul 28, 2025 6:15 pm
Forum: Gameplay Help
Topic: How to get rid of item less than 100% health?
Replies: 21
Views: 2582

Re: How to get rid of item less than 100% health?

I've had this happen on Gleba, when buildings being super force deconstructed took damage from Boompuffs. It just so happened the Boompuffs got deconstructed first, dealing damage to nearby entities that then got removed afterwards before any other bots had time to repair them, thus placing damaged ...
by MEOWMI
Wed Jul 23, 2025 1:59 pm
Forum: Not a bug
Topic: In-game Search (CNTRL-F) does not list Uranium-235/238
Replies: 4
Views: 661

Re: In-game Search (CNTRL-F) does not list Uranium-235/238

Works properly for me. In the logistics map view (ctrl+L), then search (ctrl+F), typing "uran". Including highlighting the exact chests on the map. Version 2.0.60.
by MEOWMI
Tue Jul 22, 2025 5:29 pm
Forum: Gameplay Help
Topic: Logistics bots not taking short paths for loading rockets?
Replies: 10
Views: 1075

Re: Logistics bots not taking short paths for loading rockets?

In my experience, if I truly need haste, I will simply have dedicated silos loaded by inserters. In slightly less urgent cases, I have a buffer chest with the required items next to the silo, and bots will reliably take from there and rapidly load the rocket, as otherwise bots can occasionally take ...
by MEOWMI
Fri Jul 18, 2025 8:35 pm
Forum: General discussion
Topic: Gleba!
Replies: 9
Views: 2130

Re: Gleba!

One of the first things I did after getting Gleba running was place down speakers, programmed to alert if seeds or bacteria were low. It was instrumental in preventing complete shutdowns, because as you also noted, there are a lot of things that can go wrong, and it took many fixes before I got it ...
by MEOWMI
Sun Jun 22, 2025 12:10 pm
Forum: Implemented Suggestions
Topic: Train condition progress should look clearer when at 100%
Replies: 35
Views: 6738

Re: Train condition progress should look clearer when at 100%

Minor improvement but it's pretty reasonable.

Honestly I'm not against just capping the progress bar to 95% or such until the value is at 100%. This makes it much more clearer at a glance. Could even apply a gradient at the very end to show it, but that's a bit harder to implement.
by MEOWMI
Thu Jun 12, 2025 12:35 pm
Forum: Pending
Topic: Glitching inserters on space platform
Replies: 2
Views: 527

Re: Glitching inserters on space platform

I'm pretty sure you're low on power. I'm guessing it's trying to match the position of items on the belt but runs into issues at low power.
by MEOWMI
Wed Jun 11, 2025 11:47 pm
Forum: Ideas and Suggestions
Topic: Freeform tree planting
Replies: 1
Views: 485

Re: Freeform tree planting

You can already plant seeds by hand, just not with bots, which I assume is a deliberate choice.
by MEOWMI
Tue Jun 03, 2025 10:52 am
Forum: Ideas and Suggestions
Topic: Radar should be moved to logistic tab
Replies: 7
Views: 1784

Re: Radar should be moved to logistic tab

In the past, the radar was a military target and that meant it would always be targeted by enemies, but that was changed I think with 2.0.

It's probably a reasonable change now (it would fit kind of nicely close to the roboport which has its own mini radar).

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