Search found 1487 matches: gate

Searched query: +gate

by Tertius
Sun Dec 21, 2025 6:09 pm
Forum: Ideas and Suggestions
Topic: Remove fast inserter
Replies: 13
Views: 734

Re: Remove fast inserter

... 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 ...
by boskid
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 ...
by Bomberbowman
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 ...
by Shadowhawk
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 ...
by meganothing
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 ...
by SaboteurKiev
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 ...
by mmmPI
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 ...
by anything42
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 ...
by boskid
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.
by meifray
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 ...
by BraveCaperCat
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 ...
by Quax
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 ...
by Quax
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 ...
by the_potty_1
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 ...
by mmmPI
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 ...
by CyberCider
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 ...
by mmmPI
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 ...
by Buttpie
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 ...

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