... So I'd have more serious questions if it wasn't an intended theme of the mechanic.
If you do it on furnaces/components it's 2% of your stuff and you can use any technique you'd use to speed up mining production. Coming up with concrete is hard, but coming up with an iron ore at uncommon can be done.
Search found 5850 matches: concrete
Searched query: +concrete
- Wed May 06, 2026 1:54 am
- Forum: Balancing
- Topic: Early game quality balance
- Replies: 12
- Views: 3852
- Tue Apr 28, 2026 12:33 pm
- Forum: General discussion
- Topic: What are your game/mods suggetions?
- Replies: 6
- Views: 650
Re: What are your game/mods suggetions?
... Gun Magazines
Bob's Adjustable Inserters OR Smart Inserters
Cargo Bay Inserters makes Platform Mechanics "Cheesey". I like it anyway
Cleaned Concrete gets rid of the decoratives poking through the cracks
Spidertron Automation (aka Constructron-Continued) lets you build a Megafactory without ...
Bob's Adjustable Inserters OR Smart Inserters
Cargo Bay Inserters makes Platform Mechanics "Cheesey". I like it anyway
Cleaned Concrete gets rid of the decoratives poking through the cracks
Spidertron Automation (aka Constructron-Continued) lets you build a Megafactory without ...
- Sun Apr 26, 2026 11:16 am
- Forum: Modding interface requests
- Topic: train stop limit reservation
- Replies: 0
- Views: 194
train stop limit reservation
... count is to spawn an actual locomotive on the destination instance with a schedule pointing at the stop, so Factorio's pathfinder counts it. Concrete pain points:
Rolling stock cannot overlap on rails, so I cannot stack multiple proxies for multiple inbound trains. The dev team has confirmed ...
Rolling stock cannot overlap on rails, so I cannot stack multiple proxies for multiple inbound trains. The dev team has confirmed ...
- Sun Apr 12, 2026 6:26 pm
- Forum: Gameplay Help
- Topic: Robots hovering
- Replies: 2
- Views: 336
Re: Robots hovering
Bingo! Thanks. I created a storage chest and they all put their concrete in it.
- Sun Apr 12, 2026 5:59 pm
- Forum: Gameplay Help
- Topic: Robots hovering
- Replies: 2
- Views: 336
Robots hovering
Any idea why these robots won't move?
They're full of concrete, which is on order to a ship. Other bots collect concrete from the provider chest and deliver it fine, but these 7 just sit there for ever. They've been there for ages so not charging.
They're full of concrete, which is on order to a ship. Other bots collect concrete from the provider chest and deliver it fine, but these 7 just sit there for ever. They've been there for ages so not charging.
- Mon Apr 06, 2026 9:15 am
- Forum: Ideas and Suggestions
- Topic: Add concrete to Upgrade Planner
- Replies: 42
- Views: 19498
Re: Add concrete to Upgrade Planner
Bump. Maybe developers will see it and consider adding it to 2.1
- Tue Mar 31, 2026 11:56 am
- Forum: Bug Reports
- Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
- Replies: 5
- Views: 895
Re: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
... find, I didn't realize this.
So figured the blueprint is the root cause. When I print it down it is already missing at that corner (even though concrete and ice platforms are not part of the blueprint). However if the car is removed from the blueprint it's working just fine. This is probably ...
So figured the blueprint is the root cause. When I print it down it is already missing at that corner (even though concrete and ice platforms are not part of the blueprint). However if the car is removed from the blueprint it's working just fine. This is probably ...
- Mon Mar 30, 2026 12:23 pm
- Forum: Bug Reports
- Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
- Replies: 5
- Views: 895
Re: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
... the ghost.
The real question is: how did the ghost end up on top of a "place ice platform" tile ghost and not a "place ice platform, and then concrete" ghost. When I shift-click place a new cryo plant there it correctly puts ice platform + concrete and when both are built, the cryo plant is then ...
The real question is: how did the ghost end up on top of a "place ice platform" tile ghost and not a "place ice platform, and then concrete" ghost. When I shift-click place a new cryo plant there it correctly puts ice platform + concrete and when both are built, the cryo plant is then ...
- Wed Mar 11, 2026 12:38 am
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 1380
Re: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
... 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 ...
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 ...
- Tue Mar 10, 2026 4:58 pm
- Forum: Gameplay Help
- Topic: Train Interrupt: differentiate between 'Destination Full' and 'No Path'
- Replies: 11
- Views: 1380
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: 235740
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: 987
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: 987
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: 464
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: 819
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: 330
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: 312
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: 645
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: 628
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: 596
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.