Search found 23 matches
- Sat Aug 08, 2026 9:51 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade planner should naturally upgrade building quality if nothing else is possible.
- Replies: 3
- Views: 419
Re: Upgrade planner should naturally upgrade building quality if nothing else is possible.
I can see a problem when using the default upgrade planner and drawing a big rectangle just to upgrade belts and assemblers. Maybe it is a bad idea after all to upgrade quality here.
- Mon Aug 03, 2026 1:54 pm
- Forum: Modding discussion
- Topic: What is the lane-splitter item?
- Replies: 2
- Views: 281
What is the lane-splitter item?
Search found 0 matches: lane-splitter
I exported item data from the game with a script and got a line for an item called lane-splitter.
This is not the normal splitter that we have in the game today, since those are called:
"splitter"
"fast-splitter"
"express-splitter"
"turbo-splitter ...
I exported item data from the game with a script and got a line for an item called lane-splitter.
This is not the normal splitter that we have in the game today, since those are called:
"splitter"
"fast-splitter"
"express-splitter"
"turbo-splitter ...
- Mon Aug 03, 2026 4:40 am
- Forum: Technical Help
- Topic: Entity IDs inconsistent when re-exporting same blueprint
- Replies: 4
- Views: 1004
Re: Entity IDs inconsistent when re-exporting same blueprint
The entities in the blueprint are there in the order that they were found when iterating the area selected by the player making the blueprint.
Does this imply that when using my mouse to create the rectangle for selecting objects for the blueprint, if I always create the rectangle from the ...
- Mon Aug 03, 2026 4:32 am
- Forum: Gameplay Help
- Topic: Why does Beacon require Blue circuit research when they are not used to craft it?
- Replies: 5
- Views: 1181
Re: Why does Beacon require Blue circuit research when they are not used to craft it?
I tried to find an answer but archeology leads towards a change 13 years ago around game version 0.6.0 when a technology for basic-beacon was added, at that point it had dependencies set to {"modules", "advanced-electronics-2"} and later "advanced-electronics-2" was renamed into "processing-unit ...
- Mon Aug 03, 2026 4:29 am
- Forum: Gameplay Help
- Topic: Why does Beacon require Blue circuit research when they are not used to craft it?
- Replies: 5
- Views: 1181
Re: Why does Beacon require Blue circuit research when they are not used to craft it?
Perhaps because blue chips are needed for tier 2 and 3 modules?
Using a beacon for tier 1 modules seems a very expensive proposition for such a small gain.
Beacons are cheap and tier 1 modules are cheap too. I use them a lot. Especially for Rocket silo but also in other places. My priorities ...
- Sun Aug 02, 2026 10:19 pm
- Forum: Modding discussion
- Topic: (Solved) How does Space Age calculate the rocket capacity of items that don't have weights in the lua file?
- Replies: 1
- Views: 293
Re: How does Space Age calculate the rocket capacity of items that don't have weights in the lua file?
With some help from Google, I now have this script that I can run in the game console and it prints a file with weight and rocket capacity for items. I could not find any errors for those items I remember the actual in-game capacity, so I think it is correct.
/c local output = "Item Name,Weight ...
/c local output = "Item Name,Weight ...
- Sun Aug 02, 2026 9:48 pm
- Forum: Modding discussion
- Topic: (Solved) How does Space Age calculate the rocket capacity of items that don't have weights in the lua file?
- Replies: 1
- Views: 293
(Solved) How does Space Age calculate the rocket capacity of items that don't have weights in the lua file?
I am trying to do some calculations on rocket capacity and looking into the data files, specifically these
https://github.com/wube/factorio-data/blob/master/base/prototypes/item.lua
https://github.com/wube/factorio-data/blob/master/space-age/prototypes/item.lua
A lot of the items have weights ...
https://github.com/wube/factorio-data/blob/master/base/prototypes/item.lua
https://github.com/wube/factorio-data/blob/master/space-age/prototypes/item.lua
A lot of the items have weights ...
- Thu Jul 30, 2026 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade planner should naturally upgrade building quality if nothing else is possible.
- Replies: 3
- Views: 419
Re: Upgrade planner should naturally upgrade building quality if nothing else is possible.
Nice shortcut, I did not know that one. Thanks
- Wed Jul 29, 2026 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade planner should naturally upgrade building quality if nothing else is possible.
- Replies: 3
- Views: 419
Upgrade planner should naturally upgrade building quality if nothing else is possible.
I suggest that for buildings that have no improved versions, the upgrade planner should naturally place a building of higher quality.
I tried today to upgrade a biochamber from quality1 to quality2, hoping that this would happen naturally since there is no other building to replace it. But no :cry ...
I tried today to upgrade a biochamber from quality1 to quality2, hoping that this would happen naturally since there is no other building to replace it. But no :cry ...
- Wed Jul 29, 2026 12:13 pm
- Forum: Gameplay Help
- Topic: Biolabs with +40% from prod modules. How many packs will Aquilo require?
- Replies: 3
- Views: 701
Re: Biolabs with +40% from prod modules. How many packs will Aquilo require?
Thanks for the detailed explanation!
- Wed Jul 29, 2026 9:15 am
- Forum: Gameplay Help
- Topic: Biolabs with +40% from prod modules. How many packs will Aquilo require?
- Replies: 3
- Views: 701
Biolabs with +40% from prod modules. How many packs will Aquilo require?
I did some searching online but could not find an example with numbers, so asking here.
Let's say I'm researching Aquilo which nominally takes 3000 science packs.
If I use Biolabs, their natural bonus reduces the cost to 1500 science packs.
What happens if I add prod modules?
Specifically, let's ...
Let's say I'm researching Aquilo which nominally takes 3000 science packs.
If I use Biolabs, their natural bonus reduces the cost to 1500 science packs.
What happens if I add prod modules?
Specifically, let's ...
- Sun Jul 19, 2026 6:22 pm
- Forum: Gameplay Help
- Topic: Why does Beacon require Blue circuit research when they are not used to craft it?
- Replies: 5
- Views: 1181
Why does Beacon require Blue circuit research when they are not used to craft it?
Almost everything in Factorio has a logical research order, and you need to research every part needed to craft X before you can research X. This makes sense.
I noticed today that Beacons are the exception (perhaps there are a few more, but not many).
Beacons require blue chips research, but they ...
I noticed today that Beacons are the exception (perhaps there are a few more, but not many).
Beacons require blue chips research, but they ...
- Sun Jul 19, 2026 7:47 am
- Forum: Gameplay Help
- Topic: How to track the express delivery time in a new game after getting the achievement?
- Replies: 1
- Views: 393
How to track the express delivery time in a new game after getting the achievement?
I finished the express delivery achievement recently.
I want to do another run and see if I can improve the time. But now when I play, I don't get the countdown timer anymore, it just shows the achievement symbol and a green thing marking it as complete.
Is there a way to get this in-game timer as ...
I want to do another run and see if I can improve the time. But now when I play, I don't get the countdown timer anymore, it just shows the achievement symbol and a green thing marking it as complete.
Is there a way to get this in-game timer as ...
- Fri Jun 26, 2026 3:04 pm
- Forum: Not a bug
- Topic: [2.0.28] - Storage Tanks don't increase capacity quality
- Replies: 3
- Views: 1787
- Thu Jun 11, 2026 11:21 pm
- Forum: Not a bug
- Topic: When biters destroy a miner, bots will rebuild it even if there is no ore on the ground
- Replies: 1
- Views: 248
When biters destroy a miner, bots will rebuild it even if there is no ore on the ground
I just noticed this when the biters destroyed some miners. My bots went to rebuild them and some of them were blinking red since there was no ore left on the ground.
- Sun May 24, 2026 4:28 pm
- Forum: Outdated/Not implemented
- Topic: Priority handcrafting -> first in the queue instead of last
- Replies: 3
- Views: 694
Priority handcrafting -> first in the queue instead of last
It should be possible to priority handcraft, for example by holding SHIFT and clicking on something to handcraft, which means this item is put first in the crafting queue instead of last.
That would be an enormous QOL improvement when lots of things are already queued and I need something NOW ...
That would be an enormous QOL improvement when lots of things are already queued and I need something NOW ...
- Thu Dec 04, 2025 3:45 am
- Forum: Technical Help
- Topic: Entity IDs inconsistent when re-exporting same blueprint
- Replies: 4
- Views: 1004
Re: Entity IDs inconsistent when re-exporting same blueprint
Thanks for a quick reply.
I imagine I'm not the first person to try to track my blueprints like this. Does anyone have a solution?
I guess it would be possible to write a program that loops through the json, finds items and assigns new IDs based on their coordinate position (which will uniquely ...
I imagine I'm not the first person to try to track my blueprints like this. Does anyone have a solution?
I guess it would be possible to write a program that loops through the json, finds items and assigns new IDs based on their coordinate position (which will uniquely ...
- Thu Dec 04, 2025 3:35 am
- Forum: Technical Help
- Topic: Entity IDs inconsistent when re-exporting same blueprint
- Replies: 4
- Views: 1004
Entity IDs inconsistent when re-exporting same blueprint
I'm trying to track my blueprints and update them as I make improvements (with version control such as git), but I've encountered a major problem: placing a blueprint and then exporting a blueprint based on that ghost, the entities inside it will have different ID numbers.
By decoding the blueprint ...
By decoding the blueprint ...
- Thu May 11, 2023 4:54 pm
- Forum: Technical Help
- Topic: [1.1.63] Low available space in Steam Remote Storage warning
- Replies: 28
- Views: 25384
Re: [1.1.63] Low available space in Steam Remote Storage warning
I have the same problem.
Steam cloud is disabled since 3+ months.
Now playing factorio for a few weeks on a new laptop (1 month old) and got this warning yesterday for the first time.
The weird thing is that in my local savegames when going to "Load game", it shows saves from a year back, when I ...
Steam cloud is disabled since 3+ months.
Now playing factorio for a few weeks on a new laptop (1 month old) and got this warning yesterday for the first time.
The weird thing is that in my local savegames when going to "Load game", it shows saves from a year back, when I ...
- Sat Jun 18, 2022 1:31 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2127
- Views: 1228577
Re: Simple Questions and Short Answers
Is it possible to see which fuel is currently being burned inside a train?
Maybe there something i didn't though of, but i would answer : no it's not possible to see which fuel is currently being burned inside a train easily.
If you are at a stage where you have access to nuclear fuel, but ...