... you unlock is progression, more than a few becomes a chore.
Quality is on top of this, it tries to provide a different "unlock" mechanism: the gate to quality isn't a researched recipe, it's a factory you need to design. (in my opinion it's failing since it's just as tedious, boring and ...
Search found 1487 matches: gate
Searched query: +gate
- Sun Dec 21, 2025 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 13
- Views: 734
- Thu Dec 11, 2025 11:32 pm
- Forum: Modding interface requests
- Topic: LuaEntity.remove_control_behaviour
- Replies: 4
- Views: 281
Re: LuaEntity.remove_control_behaviour
... inventory is part of assembler behavior). That being said, there are at least 2 cases when behavior is removed right now: 1/ when removing last gate next to a wall, behavior on a wall is deleted, and 2/ when copying settings from other entity of the same type when source has no behavior and ...
- Fri Nov 28, 2025 10:29 pm
- Forum: Technical Help
- Topic: Factorio randomly crashing on new PC
- Replies: 1
- Views: 590
Factorio randomly crashing on new PC
... ore3"] = "Pro-Galena", ["clowns-ore4"] = "Orichalcite", ["clowns-ore5"] = "Phosphorite", ["clowns-ore6"] = "Sanguinate", ["clowns-ore7"] = "Elionagate", ["clowns-ore8"] = "Meta-Garnierite", ["clowns-ore9"] = "Nova-Leucoxene", ["clowns-resource1"] = "Alluvial Deposit", ["clowns-resource2"] = "Oil ...
- Mon Nov 03, 2025 7:39 am
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 22
- Views: 4362
Re: A idea to handle gleba problem
I think gleba is really good idea but just not work because you got gate keeped in everyway that limits how you can even produce basic ores, and before you know it stomper will come and kill you and your defense only make them attack whole base instead of just the tower.
At the root of it all, it ...
- Thu Oct 30, 2025 7:20 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 17360
Re: Status of 2.1?
... end with Pluto, now it seems there are a few dwarf planets even further out.
So the only way is intergalactic technologies, like warp or star gate.
But again, some new planets on another side? No.
A good way is when you discover intergalactic technologies, you can found another civilization ...
So the only way is intergalactic technologies, like warp or star gate.
But again, some new planets on another side? No.
A good way is when you discover intergalactic technologies, you can found another civilization ...
- Mon Oct 27, 2025 3:34 pm
- Forum: General discussion
- Topic: Status of 2.1?
- Replies: 31
- Views: 17360
Re: Status of 2.1?
... for new planet. Create planet after end of system is too far and not logical.
So the only way is intergalactic technologies, like warp or star gate.
But again, some new planets on another side? No.
A good way is when you discover intergalactic technologies, you can found another civilization ...
So the only way is intergalactic technologies, like warp or star gate.
But again, some new planets on another side? No.
A good way is when you discover intergalactic technologies, you can found another civilization ...
- Sat Oct 18, 2025 11:40 am
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 21
- Views: 2883
Re: Increase Accumulator Maximum Output Rate
If you increase the maximum output rate, it's still possible for players to gate their accumulators behind power switch if they want to mitigate the drain on them to artificially recreate a lower discharge rate, the reverse isn't possible, to me that's in favor of the balance change proposed.
Also ...
Also ...
- Wed Oct 15, 2025 3:51 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.11] Force building a gate wired to something over some wall doesnt copy the wire connexion
- Replies: 2
- Views: 655
- Wed Oct 15, 2025 2:44 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.11] Force building a gate wired to something over some wall doesnt copy the wire connexion
- Replies: 2
- Views: 655
Re: [Lou][2.0.11] Force building a gate wired to something over some wall doesnt copy the wire connexion
Thanks for the report, fixed for 2.1
- Tue Oct 14, 2025 8:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.69] Crash when using mod everything-spoilage when a construction bot spoils in a roboport
- Replies: 1
- Views: 1708
[Genhis][2.0.69] Crash when using mod everything-spoilage when a construction bot spoils in a roboport
... Corpse,ElectricEnergyInterface,EnemySpawner,Explosion,FlameThrowerExplosion,FluidStream,FluidTurret,FlyingTextEntity,FusionGenerator,FusionReactor,Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Valve,Radar ...
- Sun Oct 12, 2025 5:10 am
- Forum: Won't implement
- Topic: Promote Circuit Connections to Base Entity Type
- Replies: 2
- Views: 328
Re: Promote Circuit Connections to Base Entity Type
... mirroring, some entities have arbitrary amount of circuit connector definitions (like electric poles due to their orientation logic). Some entities have extra bit of logic of when a wire can be connected (like walls only being connectable when gate is nearby).
There is nothing to be generalized here.
There is nothing to be generalized here.
- Fri Oct 03, 2025 7:11 pm
- Forum: Balancing
- Topic: Assembling Machine 1 recipe limits - what is intended?
- Replies: 2
- Views: 654
Re: Assembling Machine 1 recipe limits - what is intended?
... it should be hand crafting only recipe but later kill and unused.)( the kill I mean add it to all assembler.)
crafting,
advanced crafting,( gate keeping the engine unit so rpg player will stop crafting by hand and afk.)
crafting-with-fluid,
oil-processing,
chemistry,
centrifuging,
the game ...
crafting,
advanced crafting,( gate keeping the engine unit so rpg player will stop crafting by hand and afk.)
crafting-with-fluid,
oil-processing,
chemistry,
centrifuging,
the game ...
- Mon Sep 08, 2025 7:34 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 735
Re: Combinators: Keep a Gete ope for some time after passing it
Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
- Mon Sep 08, 2025 7:20 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 735
Re: Combinators: Keep a Gete ope for some time after passing it
Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
- Mon Sep 08, 2025 6:58 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 735
Combinators: Keep a Gete ope for some time after passing it
Hi all, I'm currently stuck at creating a safe railroad crossing. Recently, I placed some gate elements and set the signal to turn red once the gate is open. However, since the gate closes behind, the signal turns green again when you are still crossing the rails. Which bears some risk of getting ...
- Fri Sep 05, 2025 10:14 pm
- Forum: General discussion
- Topic: How do you deal with emptiness after "finishing" the game?
- Replies: 27
- Views: 9225
Re: How do you deal with emptiness after "finishing" the game?
... computer game could never match the complexity of a tabletop campaign. This is still perhaps debatable, but 5 years after that discussion, baldur's gate 1 came out, and I was sold.
My point is, all these factory games could be better, and i'd bet wube could make a first person space construction ...
My point is, all these factory games could be better, and i'd bet wube could make a first person space construction ...
- Fri Sep 05, 2025 1:41 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 2759
Re: Demolisher sizes as weapon tech gates
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.
You know what, you’re right. This ...
- Fri Sep 05, 2025 1:24 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 2759
Re: Demolisher sizes as weapon tech gates
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.
You know what, you’re right. This change ...
- Fri Sep 05, 2025 1:12 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 2759
Re: Demolisher sizes as weapon tech gates
... unsatisfying compared to the other planets
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack ...
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack ...
- Wed Aug 27, 2025 3:39 pm
- Forum: Duplicates
- Topic: Gates reacts to walking keybinds inside a vehicle
- Replies: 1
- Views: 374
Gates reacts to walking keybinds inside a vehicle
https://www.reddit.com/r/factorio/comments/1n19nh8/how_come_the_gates_only_activate_when_i_press_d/
I hope the video there explains it. Simply put
When inside a vehicle and a gate is to my right, pressing D opens the gate, although in a tank, pressing D while stationary does nothing. Same happens ...
I hope the video there explains it. Simply put
When inside a vehicle and a gate is to my right, pressing D opens the gate, although in a tank, pressing D while stationary does nothing. Same happens ...