... overproduction on Fulgora can be voided. (Scraps are plentiful).
It's very difficult if you try to not void anything, you end up with so much concrete at times, or so few holmium you will need to void a lot of things. You would make the game a whole lot harder for yourself if you try to find a ...
Search found 5842 matches: concrete
Searched query: +concrete
- Wed Mar 11, 2026 12:38 am
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 709
- Tue Mar 10, 2026 4:58 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 709
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
... the next trip?
When I said "mixed cargo" I mean that the train has everything that came out of the recycler on fulgora: Steel, gears, stone, concrete, ice, etc... in a single train.
I'm asking because it's not clear if you posted some schedule screenshots or all schedule screenshots, so your ...
When I said "mixed cargo" I mean that the train has everything that came out of the recycler on fulgora: Steel, gears, stone, concrete, ice, etc... in a single train.
I'm asking because it's not clear if you posted some schedule screenshots or all schedule screenshots, so your ...
- Sat Mar 07, 2026 9:08 am
- Forum: General discussion
- Topic: Re-Enable Achievements...
- Replies: 137
- Views: 230237
Re: Re-Enable Achievements...
... cases.
Wish you good luck and let the Factory grow.
This method worked for me. I just saved my 100+ hour world from being achievement locked. I got a little too overzealous in trying out a concrete cleaner script and I didn't realize the consequences of my actions. Thanks for the help guys!!
Wish you good luck and let the Factory grow.
This method worked for me. I just saved my 100+ hour world from being achievement locked. I got a little too overzealous in trying out a concrete cleaner script and I didn't realize the consequences of my actions. Thanks for the help guys!!
- Mon Mar 02, 2026 9:22 pm
- Forum: Gameplay Help
- Topic: Rail alignemt vertical / horizontal
- Replies: 6
- Views: 597
Re: Rail alignemt vertical / horizontal
Move one of the concrete lanes 1 tile to the outside or to the inside. It's probably not equidistant to the center but instead 1 tile mismatched.
- Mon Mar 02, 2026 7:58 pm
- Forum: Gameplay Help
- Topic: Rail alignemt vertical / horizontal
- Replies: 6
- Views: 597
Rail alignemt vertical / horizontal
... what.
As you can see in these images. When placed vertically, the blueprint aligns perfectly with the given grid. Horizontally - nope (see the concrete part of the blueprint). (The refeined hazard concrete builds exact squares 100 x 100 tiles)
https://i.postimg.cc/gnPgMTzF/Placed-horizontally ...
As you can see in these images. When placed vertically, the blueprint aligns perfectly with the given grid. Horizontally - nope (see the concrete part of the blueprint). (The refeined hazard concrete builds exact squares 100 x 100 tiles)
https://i.postimg.cc/gnPgMTzF/Placed-horizontally ...
- Fri Feb 27, 2026 7:44 pm
- Forum: Ideas and Suggestions
- Topic: MAP EDITOR "fill with lab tiles" = option to change "fill with"
- Replies: 1
- Views: 243
MAP EDITOR "fill with lab tiles" = option to change "fill with"
... to prevent this you might create "land" but that causes issues like missing something because it "blended" in and is small
"So???? just use concrete!!...... after all what you are suggesting is that we change the tiles, so insted of Lab tiles we can select refined concrete, or the unused ...
"So???? just use concrete!!...... after all what you are suggesting is that we change the tiles, so insted of Lab tiles we can select refined concrete, or the unused ...
- Tue Feb 24, 2026 12:12 am
- Forum: Outdated/Not implemented
- Topic: Logistic request to not be 1 stack - infinite?... Sorry got complicated and long
- Replies: 3
- Views: 495
Logistic request to not be 1 stack - infinite?... Sorry got complicated and long
... And as anyone can imagen, the next level is a global versions, where, if any kind of mk, including different inserter, as well as tiles (concrete, refined), mod or quality, even trains (due to mods or quality), to be automatically replaced without casusing a "missing 6 K items because you ...
- Sun Feb 22, 2026 7:49 pm
- Forum: Modding help
- Topic: Confusing behavior of LuaSurface can_place_entity
- Replies: 0
- Views: 192
Confusing behavior of LuaSurface can_place_entity
... masks?
All tests can be replicated in Vanilla 2.0.75 with the attached save file.
Simple building fails on water tiles, succeeds on empty concrete, and fails on a colliding entity (respectively), as expected:
/c game.print(game.surfaces["nauvis"].can_place_entity{name="pipe", position={-21.5 ...
All tests can be replicated in Vanilla 2.0.75 with the attached save file.
Simple building fails on water tiles, succeeds on empty concrete, and fails on a colliding entity (respectively), as expected:
/c game.print(game.surfaces["nauvis"].can_place_entity{name="pipe", position={-21.5 ...
- Sun Feb 15, 2026 11:02 am
- Forum: Modding interface requests
- Topic: Allow for preferred tiles in LuaSurface::request_path
- Replies: 0
- Views: 240
Allow for preferred tiles in LuaSurface::request_path
... This could be in the form
-- Array of arrays of tile prototype names.
preferred_tiles = {
-- All tiles listed in an array have the same
{ "concrete", "hazard-concrete-left", "hazard-concrete-right", },
{ "stone-path" },
...
}
-- Map: tile_name --> priority
preferred_tiles = {
["concrete ...
-- Array of arrays of tile prototype names.
preferred_tiles = {
-- All tiles listed in an array have the same
{ "concrete", "hazard-concrete-left", "hazard-concrete-right", },
{ "stone-path" },
...
}
-- Map: tile_name --> priority
preferred_tiles = {
["concrete ...
- Wed Feb 11, 2026 12:25 pm
- Forum: Gameplay Help
- Topic: Stuck on the production of advanced circuits
- Replies: 2
- Views: 472
Re: Stuck on the production of advanced circuits
Maybe you could show us pictures of what you're using right now? Then we might be able to suggest concrete improvements.
- Mon Feb 09, 2026 9:48 pm
- Forum: Modding help
- Topic: [2.0.73] concrete tile transition issue
- Replies: 2
- Views: 460
Re: [2.0.73] concrete tile transition issue
hello,
i did some more test, and it comes that Layers is a tricky thing.
when they comes to be to near to each other or be the same the game mixes them.
agree with the not a bug fact.
Regards.
i did some more test, and it comes that Layers is a tricky thing.
when they comes to be to near to each other or be the same the game mixes them.
agree with the not a bug fact.
Regards.
- Mon Feb 09, 2026 7:19 pm
- Forum: Modding interface requests
- Topic: Increasing the tile rotation "limit"
- Replies: 3
- Views: 445
Re: Increasing the tile rotation "limit"
I looked into this and any changes I made to increase it broke rotation flipping/mirroring of hazard concrete in blueprints.
- Mon Feb 09, 2026 3:03 pm
- Forum: Modding help
- Topic: [2.0.73] concrete tile transition issue
- Replies: 2
- Views: 460
Re: [2.0.73] concrete tile transition issue
Thanks for the report however I'm not seeing anything here that would indicate an engine bug. It simply looks like you don't fully understand how tile transitions work and have made an error when trying to create new ones.
- Sat Feb 07, 2026 6:25 pm
- Forum: Modding help
- Topic: [2.0.73] concrete tile transition issue
- Replies: 2
- Views: 460
[2.0.73] concrete tile transition issue
hello,
i'm having a weird behaviour with the concrete and refined concrete when developing my own mod adding colors to concrete and refined concrete via tint or via direct png injection, even the base game colored refined concrete is showing the same weird behaviour some of the transitions seems to ...
i'm having a weird behaviour with the concrete and refined concrete when developing my own mod adding colors to concrete and refined concrete via tint or via direct png injection, even the base game colored refined concrete is showing the same weird behaviour some of the transitions seems to ...
- Sat Feb 07, 2026 3:22 pm
- Forum: Not a bug
- Topic: [2.0.13] Bots won't place Quality Concrete
- Replies: 6
- Views: 2407
Re: [2.0.13] Bots won't place Quality Concrete
Thanks for the report. Concrete does not have quality so quality concrete/stone bricks and so on are not usable. They exist only for use as ingredients in other recipes.
But they are usable. My engineer can lay down 5k blocks of them right now. So why can't my bots place something my person can ...
- Wed Feb 04, 2026 6:37 pm
- Forum: Pending
- Topic: [2.0.72] Concrete tiles incorrectly updating
- Replies: 3
- Views: 1981
Re: [2.0.72] Concrete tiles incorrectly updating
Do you happen to know of any way to make this happen? Like some general steps maybe that make it more frequent?
- Sun Feb 01, 2026 10:38 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 63
- Views: 8316
Re: My space age review
... a reflection. The stated objectives really started taking a side seat to the player's emergent priorities, self imposed side quests. And the concrete stuff in the base game became like a subtext to riff on. I found it fascinating how much better at this Factorio was than a sandbox game.
When ...
When ...
- Sat Jan 31, 2026 11:22 pm
- Forum: Modding help
- Topic: Unable to calculate player speed on concrete and unsure why
- Replies: 0
- Views: 312
Unable to calculate player speed on concrete and unsure why
I'm writing a mod to grant a mech suit the ability to fly at the speed as running, even taking into account concrete while simultaneously ignoring the slower speeds of things like Fulgora's oil oceans. It does catch the flying speed properly, but doesn't grant run bonuses based on the underlying tiles ...
- Sun Jan 25, 2026 12:25 pm
- Forum: Ideas and Suggestions
- Topic: Tile inconsistency when blueprinting Offshore pump
- Replies: 0
- Views: 247
Tile inconsistency when blueprinting Offshore pump
... tile.jpg
I come across this while copying parts of my base and couldnt figure out why i couldn't save the Blueprint in the first place.
(because i thought something is wrong with my concrete or that single landfill but NO it was again the Offshore pump hiding from the engineer as always!)
Cheers
I come across this while copying parts of my base and couldnt figure out why i couldn't save the Blueprint in the first place.
(because i thought something is wrong with my concrete or that single landfill but NO it was again the Offshore pump hiding from the engineer as always!)
Cheers
- Fri Jan 23, 2026 12:58 pm
- Forum: Ideas and Suggestions
- Topic: More information from the assembler
- Replies: 0
- Views: 224
More information from the assembler
... will be more convenient. If the speed is too fast, then 0 ticks will also be suitable. Both options would be good.
Expected result. For example, concrete is crafted in batches of 10, and the assembler knows this and could inform the player. However, what about products with a percentage? I believe ...
Expected result. For example, concrete is crafted in batches of 10, and the assembler knows this and could inform the player. However, what about products with a percentage? I believe ...