My suggestion is to increase cargo bay's hatch bonus to a higher value, for example 3 like the cargo landing pad has.
It seems that in the late game more often than not the limiting factor is the cargo hatch value that limits the amount of rockets received/sent than the items that the cargo bay can ...
Search found 52 matches
- Sun Aug 16, 2026 2:53 pm
- Forum: Ideas and Suggestions
- Topic: Increase cargo bay hatch bonus.
- Replies: 3
- Views: 280
- Sat Aug 08, 2026 7:27 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 14881
Re: Version 2.1.13
I found out that the bitter egg recycling seems to not be affected from this update. Was that intentional? Because it should otherwise have a speedup of 5x as well since 5 eggs are producing at a time, instead it seems to be as fast as it was before.
Edit: https://forums.factorio.com/viewtopic.php?t ...
Edit: https://forums.factorio.com/viewtopic.php?t ...
- Thu Aug 06, 2026 9:09 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 14881
Re: Version 2.1.13
Can you please make the alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an annoying alert ...
- Thu Aug 06, 2026 9:04 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 14881
Re: Version 2.1.13
Can you please make the enemy expansion alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an ...
- Mon Nov 10, 2025 4:36 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 1804
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? ...
I am ...
- Thu Oct 30, 2025 10:14 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 1804
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? I really don't know if ...
- Tue Oct 28, 2025 3:55 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 1804
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
https://mega.nz/file/BlQzTCYK#mkRZ9gnF8MLHjowOJJ0sWEKnPmC1gCJnfool4y_1pAs
Sure i set it up at the editor in the testing3 save file. You just have to start the time playing. You will see that some small wigglers evade the railgun fire while walking on a single land tile while others get hit after ...
Sure i set it up at the editor in the testing3 save file. You just have to start the time playing. You will see that some small wigglers evade the railgun fire while walking on a single land tile while others get hit after ...
- Tue Oct 28, 2025 9:29 am
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 1804
[2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
If you place a 1 tile landfill wide corridor infront of a railgun turret right in front of it's barrel in the middle some small enemies like the small biter, small wiggler and even the medium wiggler will be able to evade the railgun bullets and not every enemy will be hit. Even worse if they reach ...
- Mon Oct 21, 2024 3:08 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 156160
Re: Factorio: Space Age is here!
Happy to see there is a price parity for the EU compared to the US price. 
- Fri Oct 04, 2024 1:52 pm
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 88196
Re: Friday Facts #431 - Gleba & Captivity
Cultivating bacteria for minerals seems completely unrealistic, unless you feed the bacteria minerals you won't be getting minerals out of thin air from them. And then if you feed them minerals then it makes no sense to cultivate bacteria to get them, you brake down the food instead that is full of ...
- Sun Sep 29, 2024 3:30 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 164469
Re: Friday Facts #430 - Drowning in Fluids
After thinking about it with the current system i would rather have an additive decrease in flow of 50% after every certain pipe length and to have an optical indication (in the alt icon visualization) in the pipe that the drop happens than the chunk instant cutoff. It would feel more natural, not ...
- Fri Sep 27, 2024 5:16 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 164469
Re: Friday Facts #430 - Drowning in Fluids
It is fascinating, how everyone here believes they know it all (but ofc don't) and ignore literally everything one says... :roll:
A little bit oversimplified: A storage tank won't fill to 100% if the pipes to and from it are not also 100% AND assuming there are no weird flow quirks like in ...
- Fri Sep 27, 2024 4:50 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 164469
Re: Friday Facts #430 - Drowning in Fluids
I don't know how to feel just reading all these big changes until i actually get a feel of them ingame. But i will say this i feel a bit sad when i think that way too many of the designs i made over the years catering to the old fluid system issues are meaningless now by upgrading to 2.0.
If it ...
If it ...
- Fri Sep 20, 2024 3:21 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 112692
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Giant worms that are attracted by movement? This is as Dune as it gets! My first impression is that i like them and their mechanics so far but i will withheld my judgement until i will face them in battle. Hopefully devs are willing to make further changes even after the expansion release, for ...
- Fri Sep 13, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 56362
Re: Friday Facts #428 - Reactor & Logistics circuit control
Nice changes! I believe that anything that unnecessary complicates things that shouldn't be as complicated, like a missing feature that needs workarounds to deal with, is bad in practice so i like a lot these changes. Factorio is about automating stuff as much as you can progressively, so anything ...
- Fri Aug 23, 2024 2:12 pm
- Forum: News
- Topic: Friday Facts #425 - Behind the legs
- Replies: 99
- Views: 49492
Re: Friday Facts #425 - Behind the legs
With all these optimisations for the fluid system and the spidertrons now, feeling spoiled i want to point out one that is missing up until now and it hitted me harder than others, which is the fog.
I loved building large nuclear plants and every time if i didn't disable fog i faced serious ...
I loved building large nuclear plants and every time if i didn't disable fog i faced serious ...
- Sun May 12, 2024 11:04 pm
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 112
- Views: 62998
Re: Friday Facts #410 - Rocket turret & Target priorities
This update makes the stationary spidertron defences that i used obsolete and i love it! No more need to use spidertrons as rocket turrets!
https://www.youtube.com/watch?v=JWTlgFCgP8E
Oh, man. I can already tell vanilla rocket turrets are gonna suck ass...
So, from the footage in the FFF ...
https://www.youtube.com/watch?v=JWTlgFCgP8E
Oh, man. I can already tell vanilla rocket turrets are gonna suck ass...
So, from the footage in the FFF ...
- Tue Apr 30, 2024 8:30 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 161
- Views: 89837
Re: Friday Facts #408 - Statistics improvements, Linux adventures
A small aesthetic change for easier visibility i would like to see, for the graphs to have colored lines on a white background instead of colored lines on a black background. Colors have better visibility on a whiteboard than on a blackboard, hopefully we can have a similar experience ingame as well ...
- Fri Apr 05, 2024 10:28 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 72320
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I would like to have in the game an option of a more advanced interaction between a logistic network and the player or spidertron logistics it interacts with. To be able to set specific logistic networks to only provide items, only take items, or do both to the player or spidertrons that it is ...
- Fri Mar 22, 2024 5:17 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 74427
Re: Friday Facts #403 - Train stops 2.0
Amazing stuff as always! I barely comment since i always find everything well thought out and have nothing of value to add.
This time i was thinking of something i would like to ask for the train stations which might make them more convenient. Why not make train stops handle the fuel refueling ...
This time i was thinking of something i would like to ask for the train stations which might make them more convenient. Why not make train stops handle the fuel refueling ...