Search found 21 matches
- Sat Mar 15, 2025 2:51 am
- Forum: Releases
- Topic: Version 2.0.39
- Replies: 9
- Views: 10409
Re: Version 2.0.39
Something borked circuits when I loaded up my run - values were not getting updated ie clocks were not running and values from the roboport network was not updating. I tried a new run with no mods and that worked fine, and then when I reloaded back into my modded run everything is working fine again ...
- Sat Feb 01, 2025 10:01 pm
- Forum: Modding discussion
- Topic: [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mods?
- Replies: 3
- Views: 478
Re: [Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mo
If you do this please also put in the mod description that it uses AI generated graphics so we can avoid installing the mod.
- Sat Feb 01, 2025 9:51 pm
- Forum: General discussion
- Topic: Seeking advice in co-op with non-gamer friends
- Replies: 11
- Views: 1103
Re: Seeking advice in co-op with non-gamer friends
With my friends I think it was important to just let things happen and not take control. Everyone will naturally gravitate towards doing something - let them do it and you can fill in the gaps.
Lower the biter evolution and increase I've density if you're worried they'll get overwhelmed by that ...
Lower the biter evolution and increase I've density if you're worried they'll get overwhelmed by that ...
- Fri Jan 24, 2025 7:50 pm
- Forum: Gameplay Help
- Topic: Lots of explosive rockets each trip to Aquilo?
- Replies: 14
- Views: 1762
Re: Lots of explosive rockets each trip to Aquilo?
Check the asteroid recipes again and see if you can't find a way to make rockets on the ship 

- Tue Jan 21, 2025 10:27 pm
- Forum: Ideas and Suggestions
- Topic: Improve recycler belt stacking
- Replies: 23
- Views: 3484
Re: Improve recycler belt stacking
Is it fixed in 2.0.30? Right?
It is not fixed in 2.0.30 - it just makes it more likely for recyclers to stack based on what they have.
TBH I like this - the reason Factorio is great is because the game doesn't do everything for you, and you really get to dig in and optimize where you want to ...
- Tue Jan 21, 2025 9:23 pm
- Forum: General discussion
- Topic: Congrats, you broke me
- Replies: 26
- Views: 2507
Re: Congrats, you broke me
If this is what broke you... then maybe it's not your game. That is ok!
- Fri Jan 17, 2025 7:23 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1172
Re: Liquid voiding on automatic recipe change
Getting rid of the voiding would affect manually changing recipes need that also void the fluid. If you pick up an entity should the fluid be barreled first?
Good point, this brings up an interesting dichotomy. The question is then whether a distinction should be made between hand switching ...
- Fri Jan 17, 2025 6:59 pm
- Forum: Technical Help
- Topic: [2.0.28] Any way to get better FPS on the shattered planet route?
- Replies: 2
- Views: 322
Re: [2.0.28] Any way to get better FPS on the shattered planet route?
There's mods to remove asteroid particles and explosions
https://mods.factorio.com/mod/RemoveAst ... rom=search
https://mods.factorio.com/mod/RemoveWea ... rom=search
https://mods.factorio.com/mod/RemoveAst ... rom=search
https://mods.factorio.com/mod/RemoveWea ... rom=search
- Fri Jan 17, 2025 6:50 pm
- Forum: Balancing
- Topic: Liquid voiding on automatic recipe change
- Replies: 11
- Views: 1172
Re: Liquid voiding on automatic recipe change
Getting rid of the voiding would affect manually changing recipes need that also void the fluid. If you pick up an entity should the fluid be barreled first?
Flicker voiding is unfortunate but also for me an acceptable trade off for simplicity. If the amounts are truly a concern then put a tank in ...
Flicker voiding is unfortunate but also for me an acceptable trade off for simplicity. If the amounts are truly a concern then put a tank in ...
- Fri Jan 17, 2025 4:38 pm
- Forum: Modding help
- Topic: Selector combinator option
- Replies: 2
- Views: 225
Re: Selector combinator option
It already has that option - select input with index 0 and sort descending is max and ascending is min.
- Thu Jan 16, 2025 12:49 am
- Forum: Modding discussion
- Topic: Basic mod template
- Replies: 5
- Views: 680
Re: Basic mod template
The wiki has a section on making mods including a full walkthrough on a basic mod.
https://wiki.factorio.com/Tutorial:Modding_tutorial
https://wiki.factorio.com/Tutorial:Modding_tutorial
- Sun Jan 05, 2025 11:08 pm
- Forum: Pending
- Topic: [2.0.28] Deconstruction planner can mark huge portion of surface unintentionally when closing remote view
- Replies: 4
- Views: 466
Re: [2.0.28] Deconstruction planner can mark huge portion of surface unintentionally when closing remote view
This has happened to me too.
- Sun Jan 05, 2025 11:07 pm
- Forum: Not a bug
- Topic: [2.0.28] Rocket turrets do not target spawners with capture rockets
- Replies: 2
- Views: 286
Re: [2.0.28] Rocket turrets do not target spawners with capture rockets
Do you have a picture? Rocket launcher have a min and max range so you can't be too close to the spawner. Otherwise this does work.
- Sun Jan 05, 2025 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Toggleable landing pad logistics
- Replies: 0
- Views: 195
Toggleable landing pad logistics
Currently with landing pads if they have an item and there is a request for that item then bots will come and take that item. It would be nice if there was an option to toggle the logistics availability of landing pads so I could not have robots take things from landing pads.
Two example situations ...
Two example situations ...
- Fri Dec 27, 2024 1:32 am
- Forum: Ideas and Suggestions
- Topic: Add a way for research bonuses to automatically appear in the circuit network
- Replies: 2
- Views: 292
Re: Add a way for research bonuses to automatically appear in the circuit network
Here's a mod that does some of that, may be easy to add the rest of the bonuses
https://mods.factorio.com/mod/utility-c ... rom=search
https://mods.factorio.com/mod/utility-c ... rom=search
- Sat Dec 14, 2024 9:31 am
- Forum: Ideas and Suggestions
- Topic: Main menu accessibility in remote views
- Replies: 4
- Views: 690
Re: Main menu accessibility in remote views
A separate keybind would be great - I find myself often wanting to exit a menu, needing to press escape and few times, and then I end up in another menu. If I could set the settings/pause/exit menu to a different keybind that would solve my issues, but as it stands it's one key.
- Fri Dec 13, 2024 9:53 pm
- Forum: Ideas and Suggestions
- Topic: Parameterise locked chest slot count
- Replies: 2
- Views: 366
Re: Parameterise locked chest slot count
Do you have an example of a recipe/situation that this would benefit from? My current parameterized blueprint I set the inserter to fill to 10 stacks since the parameters have a stack variable. For recipes I want to limit like personal fission reactor I just manually set those to 1 stack after ...
- Fri Dec 13, 2024 8:30 am
- Forum: Ideas and Suggestions
- Topic: Rocket capacity is too inaccurate for some items
- Replies: 9
- Views: 1502
Re: Rocket capacity is too inaccurate for some items
Why not do 2 sig figs past the decimal point, and no trailing zeroes? While not correct for scientific literature, imo it best represents the data for a game. Examples:
2, not 2.00
0.25, not 0.3
139.78, not 140
0.0034, not 0
2, not 2.00
0.25, not 0.3
139.78, not 140
0.0034, not 0
- Thu Dec 12, 2024 10:41 pm
- Forum: Ideas and Suggestions
- Topic: You die when a rocket lands on you
- Replies: 27
- Views: 2095
Re: You die when a rocket lands on you
Yeah I got crushed by my friend who dropped down with me. Not cool.
Getting crushed by random cargo flying down? Actually hilarious.
Getting crushed by random cargo flying down? Actually hilarious.
- Wed Dec 11, 2024 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Automatically repair damaged *items* in logistical network
- Replies: 4
- Views: 654