If you hover over an electricity consuming entity, you see the fill state of the energy buffer in the popup at the right side of the screen titled "electricity". Usually it's full and green and nobody notices, but in case it isn't full, it has a smaller yellow or red bar.
In your case it will never ...
Search found 1292 matches
- Wed Jun 18, 2025 5:20 pm
- Forum: Gameplay Help
- Topic: Radar Using More Power Than Needed
- Replies: 5
- Views: 176
- Mon Jun 16, 2025 11:55 am
- Forum: Technical Help
- Topic: [2.0.55] Windows suddenly blocks executable
- Replies: 3
- Views: 197
Re: [2.0.55] Windows suddenly blocks executable
As far as I read about Smart App Control, it heavily relies on the executables being digitally signed by the developer. If Factorio is blocked, it might be the signature isn't valid.
Factorio.exe IS signed by its developers.
And since it's the first time I ever read this about Factorio after all ...
Factorio.exe IS signed by its developers.
And since it's the first time I ever read this about Factorio after all ...
- Sun Jun 15, 2025 10:31 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
- Replies: 17
- Views: 905
Re: 8 Lane Scissor Filter Sushi Bus for Fulgora
It has some merit by just not sorting what comes out of the recyclers, however I was never able to successfully use sushi belts. I tried multiple times, but sooner or later they all did congest or get out of balance and were not able to recover. Just wanted to show an alternative, in the unfortunate ...
- Sun Jun 15, 2025 7:46 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
- Replies: 17
- Views: 905
Re: 8 Lane Scissor Filter Sushi Bus for Fulgora
Given the OP has Fulgora with trash recycling as use case, and the given filter sorts just 2 of all the material with a somehow large footprint, I propose a different approach. Very simple and very direct. Sorts 100% congestion free every material on almost zero footprint, easily extendable with ...
- Fri Jun 13, 2025 7:34 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1343
Re: Wildcard Interrupts clarification
Would a train still route to a station that is too far away for 3 nuclear fuels to fuel a train to reach the destination?
I doubt you will build a large enough rail network where a train isn't able to get from the center to the outpost and back without refuel in between. Except perhaps you spend ...
- Fri Jun 13, 2025 8:51 am
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1343
Re: Wildcard Interrupts clarification
I apologize, but I question your whole train schedule/station naming approach in that thread. It may be good to investigate the behavior of interrupts and wildcards in a controlled lab environment, but it isn't feasible for a real map.
you don't need to carry train fuel around. No outpost needs a ...
you don't need to carry train fuel around. No outpost needs a ...
- Thu Jun 12, 2025 10:30 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1343
Re: Wildcard Interrupts clarification
I don't fully understand what you're trying to do. I guess you're trying to use wildcards for what they were not intended. My recommendation again: don't use wildcards for trains with a mix of different cargo items.
- Wed Jun 11, 2025 6:12 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 140
- Views: 14734
Re: How to upcycle?
It's true I'm obsessed with efficiency, but I'm not THAT obsessed to not upcycle such a thing. The only items I will not upcycle are items without quality bonus except hit points. Of course I need quality inserters.coffee-factorio wrote: Wed Jun 11, 2025 5:00 pm Inherent productivity is nice but it doesn't make inserters.

- Wed Jun 11, 2025 2:34 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 140
- Views: 14734
Re: How to upcycle?
Have you tried to mine quality scrap ?
I tried, but as far as I see this becomes feasible with quality mining drills and quality recyclers, and quality quality modules of course. Before that, needs a rally huge amount of machines with low quality modules and low yield.
Upcycling is a loop, and ...
- Tue Jun 10, 2025 10:47 pm
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 140
- Views: 14734
Re: How to upcycle?
From what I gained from the thread, a valid approach is to first create normal ingredients with largest productivity bonus+modules possible (and speed increased by speed beacons), then start upcycling the product you want in machines with inherent productivity bonus.
The start is quality quality ...
The start is quality quality ...
- Tue Jun 10, 2025 9:53 pm
- Forum: Technical Help
- Topic: [2.0.55] Game fails to start
- Replies: 10
- Views: 922
Re: [2.0.55] Game fails to start
About the log: for me, my log continues with information about directx:
0.479 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 4070 {0x05, [0,0], 5120x1440, 32bit, 120Hz}
0.524 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.716 Initialised Direct3D[0 ...
0.479 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 4070 {0x05, [0,0], 5120x1440, 32bit, 120Hz}
0.524 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.716 Initialised Direct3D[0 ...
- Mon Jun 09, 2025 9:23 am
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1343
Re: Wildcard Interrupts clarification
If you load a fuel item into a cargo wagon, it's cargo. Not fuel. The fuel wildcard only deals with what is in the 3 slots of the locomotive fuel inventory.
What you're trying to do isn't feasible. Multiple items per train cannot really be implemented by addressing stations with one of the cargo ...
What you're trying to do isn't feasible. Multiple items per train cannot really be implemented by addressing stations with one of the cargo ...
- Sat Jun 07, 2025 8:31 am
- Forum: Gameplay Help
- Topic: Heat Pipe Math for Aquilo
- Replies: 5
- Views: 645
Re: Heat Pipe Math for Aquilo
I did a rough calculation of item heating power consumption according to the wiki Aquilo page and built one heating tower per approx. 30 MW heating requirement to be on the safe side. I completely ignored distance calculations.
My rule of thumb: for one heating tower providing heat, I can build ...
My rule of thumb: for one heating tower providing heat, I can build ...
- Fri Jun 06, 2025 3:56 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1343
Re: Wildcard Interrupts clarification
Within a given station name, multiple cargo wildcards will be always replaced by the same rich text icon. If you have a name template with 2 wildcards and 2 different ore in the train (iron ore and coal), both wildcards will be replaced by the coal icon. Not one with the coal icon and the other with ...
- Fri Jun 06, 2025 1:52 pm
- Forum: Gameplay Help
- Topic: Wildcard Interrupts clarification
- Replies: 13
- Views: 1343
Re: Wildcard Interrupts clarification
Does the wildcard need to be the first character in the train stop name, or can it be anywhere in the name? Can the wildcard substitute multiple Rich Text icons? Does the wildcard in the train stop name get replaced with what the interrupt condition detects first, or does the other wildcard(s) in ...
- Fri Jun 06, 2025 9:52 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 1032
Re: Need your help to optimize a buffer zone
Exactly the same amount? Not even 1 item off? That's a very hard constraint. I recommend you revisit your greater approach in general to not have this constraint. What are you trying to do? I don't have an idea where such a constraint would be required or useful.
What you can do is exactly control ...
What you can do is exactly control ...
- Fri Jun 06, 2025 9:15 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 1032
Re: Need your help to optimize a buffer zone
An even unload is ensured for my examples in the second post. No matter how uneven the unloading is performed. Just one lane, complete block, slow, fast. All the chests will be empty within the same second. No circuit control required. That's because of the balancers at the output.
- Fri Jun 06, 2025 7:45 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 1032
Re: Need your help to optimize a buffer zone
I mainly need to fairly clear the coffers for another project. I'm requesting this in the form of a stamp because it's easier to present it that way.
I'm sorry, but I don't understand these sentences. What do you mean with "...for another project" and "form of a stamp"? Why will the proposed ...
- Fri Jun 06, 2025 7:38 am
- Forum: Gameplay Help
- Topic: Is this expected behavior?
- Replies: 2
- Views: 381
Re: Is this expected behavior?
The signal needs 1 tick to get through the combinators calculating A and B. The very first tick the train is connected to the station, the signals from the train are at the input of the combinators but the combinators didn't yet process them, so they still output nothing (which means A=0 and B=0 ...
- Fri Jun 06, 2025 7:22 am
- Forum: Gameplay Help
- Topic: Need your help to optimize a buffer zone
- Replies: 15
- Views: 1032
Re: Need your help to optimize a buffer zone
If you need lane balancing at the output and even chest unloading, you can append lane balancers:
The input is already balanced, because the input inserters are always able to consume more than can be delivered.
06-06-2025, 09-20-55.png
About mechanical balancing, see raynquists balancer ...
The input is already balanced, because the input inserters are always able to consume more than can be delivered.
06-06-2025, 09-20-55.png
About mechanical balancing, see raynquists balancer ...