Search found 291 matches
- Wed Mar 12, 2025 7:41 pm
- Forum: Gameplay Help
- Topic: Keep a minimum on space ship?
- Replies: 1
- Views: 222
Keep a minimum on space ship?
How do I keep a minimum on a space ship? I have a ship running between vulcanas and nauvis. It requests 1k calcite from nauvis. I want it to drop 950 of that on nauvis and keep 50. Nauvis cargo landing pad is requesting said 950. I have a generic "space platform starter" logistic group on the ...
- Wed Mar 12, 2025 7:32 pm
- Forum: Not a bug
- Topic: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
- Replies: 4
- Views: 235
Re: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
That makes sense. Thank you.
- Wed Mar 12, 2025 4:30 pm
- Forum: Not a bug
- Topic: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
- Replies: 4
- Views: 235
Re: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
Done. Thanks for the reminder.
- Wed Mar 12, 2025 4:25 pm
- Forum: Not a bug
- Topic: [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
- Replies: 4
- Views: 235
[2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
Describe the problem by answering these questions
What did you do?
I automated landing pad requests via circuit. Constant combinator requests are set (4.0k calcite, etc). Another combinator takes logistic network inventory and multiplies it by -1. So, if I have 3.0k calcite, it results -3.0k ...
What did you do?
I automated landing pad requests via circuit. Constant combinator requests are set (4.0k calcite, etc). Another combinator takes logistic network inventory and multiplies it by -1. So, if I have 3.0k calcite, it results -3.0k ...
- Fri Mar 07, 2025 3:04 pm
- Forum: Questions, reviews and ratings
- Topic: Request - electric heaters
- Replies: 2
- Views: 511
Re: Request - electric heaters
oooh, that's nice. Thanksjamiechi1 wrote: Thu Mar 06, 2025 11:30 pm The last post here should help with the constantly on thing. https://mods.factorio.com/mod/ElectricH ... 8f6606bccb
- Sun Feb 09, 2025 8:30 pm
- Forum: Outdated/Not implemented
- Topic: Use Heat from Heat Pipes to Accelerate Belt Spoilage
- Replies: 5
- Views: 636
Re: Use Heat from Heat Pipes to Accelerate Belt Spoilage
Sounds like a fermentation chamber. I use this with my sourdough breadGrumpyJoe wrote: Sat Jan 11, 2025 11:51 amEither have a box where it can "spoil" or increase time on the belt (belt length or speed)

- Sun Feb 09, 2025 8:23 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 21
- Views: 1548
Re: [Suggestion/Comic] A Gleba productivity science would be nice
+1. There should be some kind of productivity if not this.
- Sun Feb 09, 2025 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: heat pipe concrete
- Replies: 8
- Views: 639
Re: Aquilo: heat pipe concrete
+1 for this. I know it kind of invalidates the point of aquilo, but it's literally a technology we use irl and have for a long time.
- Tue Feb 04, 2025 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Color consistency in tier or ability level should be normalized
- Replies: 2
- Views: 189
Color consistency in tier or ability level should be normalized
I know that the belts and inserters and everything have been their colors forEVER and are unlikely to change, but it's a little confusing to me.
Item | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5
Inserter* | yellow | blue | green | white | n/a
Belt | yellow | red | blue | green | n/a
Assembler ...
Item | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5
Inserter* | yellow | blue | green | white | n/a
Belt | yellow | red | blue | green | n/a
Assembler ...
- Tue Feb 04, 2025 9:07 pm
- Forum: Ideas and Suggestions
- Topic: Color picker GUI
- Replies: 5
- Views: 2321
Re: Color picker GUI
+1 from me. What I end up doing is alt-tabbing to a website that has the RGB colors listed. However, they're not always right and it'd be better if it was in game. Even listing the RGB on the factoripedia page would be an improvement.
- Fri Jan 17, 2025 1:18 pm
- Forum: General discussion
- Topic: Agri science spoilage is not fun, just annoying.
- Replies: 9
- Views: 1001
Agri science spoilage is not fun, just annoying.
First off - I know it's mod able. I have it. I think it shouldn't have to be modded.
It's really inconsistent and doesn't add anything. Every other end product on gleba doesn't spoil. Only science packs. Every other science pack doesn't spoil in any manner. Space logistics aren't robust enough to ...
It's really inconsistent and doesn't add anything. Every other end product on gleba doesn't spoil. Only science packs. Every other science pack doesn't spoil in any manner. Space logistics aren't robust enough to ...
- Thu Jan 02, 2025 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Request - Steam heat
- Replies: 5
- Views: 431
Re: Request - Steam heat
The heating mechanic is generally pretty nonsensical, it’s 100% gameplay and 0% realism. You kind of just have to accept it as it is.
Heating with steam instead of heat pipes would be OP, because steam can go through underground pipes while heat cannot.
I'm not looking for realism, but ...
- Thu Jan 02, 2025 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Request - Steam heat
- Replies: 5
- Views: 431
Re: Request - Steam heat
Can you be more specific? Do you mean using steam in pipes to heat tiles on Aquilo? I don't think this would be a good idea, as steam does not cool over distance, but heat pipes do.
Having the steam heat only the pipes, but not neighbouring tiles is better, and https://mods.factorio.com/mod ...
- Mon Dec 30, 2024 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Request - Steam heat
- Replies: 5
- Views: 431
Request - Steam heat
Steam heating is a very common form of heating. Can steam heating be added, please?
- Mon Dec 30, 2024 2:31 pm
- Forum: Questions, reviews and ratings
- Topic: Request - electric heaters
- Replies: 2
- Views: 511
Request - electric heaters
Can someone please make an electric heater? There's a mod, https://mods.factorio.com/mod/ElectricHeatingTower, but it's not very developed. It can't control temperature, just on and 400C, no matter what.
- Sun Dec 29, 2024 6:59 pm
- Forum: Gameplay Help
- Topic: How to get the number of active construction bots of a certain quality?
- Replies: 13
- Views: 1238
Re: How to get the number of active construction bots of a certain quality?
How does that prioritize taking the lowest quality items first?Lighthouse wrote: Sun Dec 29, 2024 5:49 pm
This can be done with a single Selector Combinator (Quality Transfer) + connect 1 Constant Combinator (set with Signal of bot in scope, Q1, strengh 1).
- Sun Dec 29, 2024 3:24 pm
- Forum: Gameplay Help
- Topic: How to get the number of active construction bots of a certain quality?
- Replies: 13
- Views: 1238
Re: How to get the number of active construction bots of a certain quality?
You probably want to gradually phase out old bots and replace them with higher quality bots as they become available.
I would do it like this:
- request 10 of the old quality bots into some roboport
- read robot statistics from that roboport. We're interested in Y and T.
- if Y >= 1000 (or ...
- Sat Dec 28, 2024 11:47 pm
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 56
- Views: 30002
Re: [Request] ELECTRIC BOILER
+1 to this. Electric heater of any kind, honestly. Would help greatly on Aquilo. Also, electric heat makes sense.
- Sat Dec 28, 2024 3:54 am
- Forum: Balancing
- Topic: [0.16.1] Artillery shells stack size = 1
- Replies: 29
- Views: 18881
Re: [0.16.1] Artillery shells stack size = 1
/resurrect
Bringing this back. Still relevant. It's especially relevant with inventory management now that stack size is an automateable thing with the selector combinator. I can now request X stacks of something via combinator.
Also, seems silly that the artillery cannon stacks to 10 but the ...
Bringing this back. Still relevant. It's especially relevant with inventory management now that stack size is an automateable thing with the selector combinator. I can now request X stacks of something via combinator.
Also, seems silly that the artillery cannon stacks to 10 but the ...
- Sat Dec 28, 2024 3:52 am
- Forum: Ideas and Suggestions
- Topic: Request - change artillery shell stack size to something greater.
- Replies: 2
- Views: 308
Re: Request - change artillery shell stack size to something greater.
Thanks!Hares wrote: Fri Dec 27, 2024 8:25 pm
- First, there's balancing sub-forum, Ideas & Suggestions are for features: Factorio Direction → Balancing
- Second, there's a discussion there already, you can bump it: 54659: [0.16.1] Artillery shells stack size = 1