Search found 81 matches
- Fri Jun 26, 2026 6:14 am
- Forum: Ideas and Suggestions
- Topic: one last new recipe for 2.1: "freeze water"
- Replies: 3
- Views: 297
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: Bug Reports
- Topic: [2.1.8] Cannot transfer nukes or rocket silos between space platforms
- Replies: 4
- Views: 565
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: 3379
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: 213
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: 156
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: 2120
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: 6
- Views: 947
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: 6986
- 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: 740
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: 6
- Views: 947
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: 1488
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: 489
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: 3577
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: 668
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 ...
- Mon Feb 02, 2026 6:59 pm
- Forum: Balancing
- Topic: Underground Pipes should have reach increased by 1.
- Replies: 4
- Views: 1699
Re: Underground Pipes should have reach increased by 1.
It would be funny if the recipe did match the underground length, but the argument that it would make all the buildings match up exactly is not great. This would lead future people to always build to grid, making posted designs even more samey than they are. If everything was 3x3 it would also make ...
- Sun Feb 01, 2026 10:38 pm
- Forum: General discussion
- Topic: My space age review
- Replies: 63
- Views: 14990
Re: My space age review
If the point was to find the one optimal design that beats all, and you couldn't immediately find it. Sounds like a game worth buying. If you eventually found it and felt like that was the end, immediately quit retired champion. I really feel like maybe you missed a few things along the way ...
- Sat Jan 31, 2026 6:51 am
- Forum: Gameplay Help
- Topic: Insert a Processing Unit in the Rocket silo
- Replies: 19
- Views: 17449
Re: Insert a Processing Unit in the Rocket silo
When I first saw your screenshot, I despaired that you won't find a convenient way to load the processing units using inserters! The amount of bots to make sure things go smoothly looks excessive.
But you might be in luck: https://forums.factorio.com/viewtopic.php?t=132595
It's about quality ...
But you might be in luck: https://forums.factorio.com/viewtopic.php?t=132595
It's about quality ...
- Sat Jan 31, 2026 6:42 am
- Forum: Minor issues
- Topic: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
- Replies: 9
- Views: 3064
Re: [Rseding91] [2.0.8 + SA] Data dump JSON floats off
The magic number for the needed digits of precision in C is DBL_DECIMAL_DIG from float.h
or std::numeric_limits<double>::max_digits10 in C++
which happens to be 17.
Though algorithms to get it smaller and still round trip conveniently exist in other languages, they usually fall back to arbitrary ...
or std::numeric_limits<double>::max_digits10 in C++
which happens to be 17.
Though algorithms to get it smaller and still round trip conveniently exist in other languages, they usually fall back to arbitrary ...
- Mon Jan 26, 2026 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
- Replies: 9
- Views: 2294
Re: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Also the uranium cannon shell and atomic bomb have a range modifier.There are some modded weapons already using this feature, but I think non-explosive tank cannon is the only ammo in vanilla game has this property.
- Mon Jan 26, 2026 7:18 pm
- Forum: General discussion
- Topic: Appreciation for better car snapping
- Replies: 2
- Views: 733
Re: Appreciation for better car snapping
Confirmed this is makes driving on straight "roads" much easier and doesn't interfere with any off grid driving that I've seen.
(Not to mention you can properly drive a car in multiplayer now, an unrelated bonus feature)
Great work for something seemingly so minor
(Not to mention you can properly drive a car in multiplayer now, an unrelated bonus feature)
Great work for something seemingly so minor