Several posts about this topic previously, including a duplicate on this specific suggestion
[Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Guess cover tile to use when no cover tile is set yet
some others
Search found 87 matches
- Fri Sep 25, 2026 1:39 am
- Forum: Ideas and Suggestions
- Topic: Default to ice platform + concrete when first arriving on Aquilo
- Replies: 13
- Views: 2909
- Thu Sep 17, 2026 3:50 pm
- Forum: Ideas and Suggestions
- Topic: A bufferzone for freshness to have it count as fully fresh for some time
- Replies: 9
- Views: 660
Re: A bufferzone for freshness to have it count as fully fresh for some time
Yes the idea in agriculture science is to minimize buffering to get the most science out of it. Adding a head start on spoilage would be just adding a "handicap" to give you a one time boost to performance. Unless you made the head start so long that you can get the potion researched entirely before ...
- Thu Aug 20, 2026 4:45 am
- Forum: Won't fix.
- Topic: Ribbon World map generation for Space Age is barely usable
- Replies: 6
- Views: 899
Re: Ribbon World map generation for Space Age is barely usable
In my ribbon world experience you might have to build a long thin bridge of landfill to get a train to more resources. If it's lava, I guess you have to come back with a mechsuit.
- Sat Aug 15, 2026 7:20 am
- Forum: Resolved Problems and Bugs
- Topic: Quality research description error
- Replies: 6
- Views: 748
Re: Quality research description error
That is perfectly cromulent English.
- Sat Aug 15, 2026 7:17 am
- Forum: Ideas and Suggestions
- Topic: Need a way to check the spoilage status of items on belts
- Replies: 2
- Views: 418
Re: Need a way to check the spoilage status of items on belts
when the packed items are moving east west on a belt yeah, the bar can look full white even though there is some spoilage. When it is nearly dead, you see mostly gray bar. Assuming all the items have the same age.
I think it is less of an issue north to south
I think it is less of an issue north to south
- Thu Jul 23, 2026 4:15 am
- Forum: Implemented Suggestions
- Topic: [2.1] Adjust star parallax to be plausible
- Replies: 11
- Views: 1722
Re: [2.1] Adjust star parallax to be plausible
"during flight" (between planets, since in space you're always in flight) you could plausibly add back in parallax because according to head canon the platform is required to do some amount of rotation to get its brachistochrone trajectory to make sense without having engines on both ends of the ...
- Fri Jun 26, 2026 6:14 am
- Forum: Ideas and Suggestions
- Topic: one last new recipe for 2.1: "freeze water"
- Replies: 3
- Views: 456
Re: one last new recipe for 2.1: "freeze water"
thematically it's hard to move mass quantities of water into space, and ice would be even worse because it's less dense. However in the game ice is 4x more efficient in a rocket vs equivalent water barrels which might lead to unthematical advantage. Going out to the outer solar system to get mass ...
- Fri Jun 26, 2026 5:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.9] Cannot transfer nukes or rocket silos between space platforms
- Replies: 10
- Views: 2409
Re: [2.1.8] Cannot transfer nukes or rocket silos between space platforms
the lore expressed by the rocket capacity tooltips is a rocket can only lift so much weight into orbit. If you stretch your imagination you could also believe a cargo pod doesn't have the delta V to get between orbits holding a rocket silo, but can somehow survive a landing. Either way it's not ...
- Thu Jun 25, 2026 5:58 pm
- Forum: General discussion
- Topic: Too many last minute changes?
- Replies: 47
- Views: 6085
Re: Too many last minute changes?
It's great space casino is now removed 
- Thu Jun 25, 2026 6:58 am
- Forum: Ideas and Suggestions
- Topic: Pick armor first when recovering corpse
- Replies: 3
- Views: 352
Re: Pick armor first when recovering corpse
I could have sworn this was already what happens when you loot the body containing armor while having nothing on you
- Thu Jun 25, 2026 5:46 am
- Forum: Ideas and Suggestions
- Topic: Launch rocket circuit condition
- Replies: 2
- Views: 313
Re: Launch rocket circuit condition
This came up a lot in relation to mixed rockets not autolaunching (pre 2.1). One question I have is the semantics. When circuit goes from 0 to not 0, launch? What if there's nowhere suitable to launch to, and how does that interact with other normal (not circuit controlled) silos competing for the ...
- Thu Jun 25, 2026 5:36 am
- Forum: General discussion
- Topic: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
- Replies: 9
- Views: 3921
Re: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
if achievements aren't supposed to be hard to get
they should have called them something else.
Steam Participation Trophy?
they should have called them something else.
Steam Participation Trophy?
- Thu Jun 25, 2026 5:24 am
- Forum: Balancing
- Topic: Fix Bugged Concrete Recycling Recipe
- Replies: 8
- Views: 2914
Re: Fix Bugged Concrete Recycling Recipe
I was wrong about that part. To get the situation straight I did some numbers for the process of crafting (by hand) concrete then recycling it vs crafting engine unit then recycling it. Ignore that concrete nor engine units can be crafted by hand
0.1 gears per second consumed crafting engine unit
0 ...
0.1 gears per second consumed crafting engine unit
0 ...
- Wed Jun 24, 2026 8:47 am
- Forum: Not a bug
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 16
- Views: 8006
- Wed Jun 24, 2026 6:23 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Allow high quality ingredients for low quality items
- Replies: 13
- Views: 1544
Re: [2.1] Allow high quality ingredients for low quality items
You can use quality items for crafting. And accidentally losing your rare iron gears to the common engine factory sounds like its own kind of error prone. Though I agree this idea would make everything way easier. Which is why I don't like it.
- Wed Jun 24, 2026 6:03 am
- Forum: Balancing
- Topic: Fix Bugged Concrete Recycling Recipe
- Replies: 8
- Views: 2914
Re: Fix Bugged Concrete Recycling Recipe
There was an old bug report about concrete recycling and how it was "bugged", and didn't follow the formula. Except that when I looked at the formula, which factors in amount of item crafted explicitly, it seems to be acting exactly as described in the blog post introducing the recycler and the wiki ...
- Sun May 03, 2026 5:43 am
- Forum: Gameplay Help
- Topic: Uncommon+ Satellite ROI?
- Replies: 10
- Views: 2261
Re: Uncommon+ Satellite ROI?
Hold on. In vanilla + quality, high quality satellites does something? This I gotta try
- Mon Apr 20, 2026 4:15 am
- Forum: Modding help
- Topic: agricultural-tower radius is not reflected ingame
- Replies: 3
- Views: 638
Re: agricultural-tower radius is not reflected ingame
By the way showing the range of the agricultural tower was recently mentioned in "fixed in 2.1"
- Sun Mar 01, 2026 5:10 pm
- Forum: General discussion
- Topic: Is steel furnance used by anyone?
- Replies: 14
- Views: 5056
Re: Is steel furnance used by anyone?
The steel furnace uses less coal per craft. So the question becomes is it worth the expense of creating the steel furnace itself before unlocking electric furnace (and modules, because without modules the electric furnace is much more inefficient). I did the math and with vanilla recipes, it takes ...
- Tue Feb 10, 2026 3:41 am
- Forum: Not a bug
- Topic: [2.0.73][switch2] Flicker in 4k
- Replies: 2
- Views: 899
Re: [2.0.73][switch2] Flicker in 4k
For what it's worth, after connecting switch 1 with factorio to a 4k TV, I had to select one of the advanced video interpolations in the TV options before being able to ride the train zoomed in. Otherwise it would flicker quite bad. Luckily there were a few options which worked well. Try delving ...