Search found 1493 matches
- Mon Dec 15, 2025 2:00 pm
- Forum: Not a bug
- Topic: [2.0.72] Set recipe and Read ingredients are not isolated
- Replies: 4
- Views: 149
Re: [2.0.72] Set recipe and Read ingredients are not isolated
In your original save, what is being read as ingredient by one assembler is interpreted as item to craft by a connected assembler. That's not a bug, it's just the way the circuit network operates. You need to isolate this kind of output signal so it cannot reach any other machine that is set to set ...
- Sun Dec 14, 2025 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Add blueprint parameter for yields/recipe products
- Replies: 0
- Views: 216
Add blueprint parameter for yields/recipe products
TL;DR
In blueprint parameterisation, add the ability to add a reference to item yields and recipe products similar to as it is currently available for recipe ingredients.
What?
Some items are dependent on each other, for example seed, fruit, artificial soil, overgrowth soil. If overgrowth soil ...
In blueprint parameterisation, add the ability to add a reference to item yields and recipe products similar to as it is currently available for recipe ingredients.
What?
Some items are dependent on each other, for example seed, fruit, artificial soil, overgrowth soil. If overgrowth soil ...
- Tue Dec 09, 2025 7:10 pm
- Forum: Gameplay Help
- Topic: Phantom logistics numbers
- Replies: 4
- Views: 259
Re: Phantom logistics numbers
It is quite unusual to carry ammo to Fulgora just to send it to space platforms intended for Aquilo. Instead, you should design your platforms to craft ammo on the platform on the fly. With the Advanced Asteroid Processing research you get the ability to retrieve all required source materials from ...
- Tue Dec 09, 2025 5:08 pm
- Forum: Gameplay Help
- Topic: Phantom logistics numbers
- Replies: 4
- Views: 259
Re: Phantom logistics numbers
Fulgora cargo bay says:
Logistics storage: fluctuates between 18000-20000
This number is the cargo of this item in the space platforms in orbit. This is what is available for being dropped down to the planet. According to this, you have 18-20k ammo in your space platforms.
According to your ...
- Thu Dec 04, 2025 12:13 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 694
Re: Combinators should not affected by freeze
I admit I don't get the point. I don't see a compelling reason for a balancing change. This would be for the whole player base, not just you alone. I am obsessed with circuits, all of my factories including the Aquilo base are heavily depending on circuits. There are numerous combinators controlling ...
- Thu Dec 04, 2025 11:13 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 694
Re: Combinators should not affected by freeze
Your suggestions help identify (possible) freezing events and thus prevent them, but when one actually happens, these actions just don't have any direct help.
[...]
However, resuming an Aquilo base is much harder than bases on other planets. To resume an Aquilo base, you need to not only resupply ...
- Thu Dec 04, 2025 10:25 am
- Forum: Mod portal Discussion
- Topic: AI generated assets and disclosure
- Replies: 47
- Views: 3293
Re: Clearly Marking AI Content
The main problem with AI content, other than it being unoriginal, is that it's easy to pump out en mass which buries non-AI content. This is why we need a filter. Case and point you've posted about 20 music packs made with AI which is almost a 3rd of the music packs on the portal.
I agree that I ...
- Wed Dec 03, 2025 2:54 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 694
Re: Combinators should not affected by freeze
The combinators freeze and thus fail in a unpredictable order, thus makes the signal system's behavior totally unpredictable. What's more, when such failure is spotted by the player and they try to add more heat supply, they also unfreeze in a random order, still causing great trouble.
You ...
- Tue Dec 02, 2025 11:13 am
- Forum: Gameplay Help
- Topic: Splitter filtering multiple specific items of varying quality - possible?
- Replies: 2
- Views: 303
Re: Splitter filtering multiple specific items of varying quality - possible?
Due to space constraints on fulgora I want to make as compressed of a setup as possible.
This means you want to build a bot based setup. Bots are able to sort items in (almost) zero time with zero space.
This is for normal quality only, but you get the idea.
https://forums.factorio.com ...
- Tue Dec 02, 2025 10:17 am
- Forum: Gameplay Help
- Topic: How can I get the distance travelled by space platform?
- Replies: 5
- Views: 2726
Re: How can I get the distance travelled by space platform?
I tried to integrate velocity to get the distance. It turns out the value is accurate enough to get a valid distance. The algorithm in the OP is correct; if it results in 8100 km for them when the distance is actually 15000 km, this is due to a bad implementation. If you do it right, the distance is ...
- Tue Dec 02, 2025 9:05 am
- Forum: Gameplay Help
- Topic: Interrupts and No Path to Destination
- Replies: 2
- Views: 367
Re: Interrupts and No Path to Destination
However, if there is a coal station with train limit > 0, but no path to it, the train will leave the station and then go to the depot. I don't want that! [...]
What can I change so that no train leaves a station to go somewhere where no path exists?
You try to handle an edge case. It's an ...
- Mon Dec 01, 2025 9:57 am
- Forum: Gameplay Help
- Topic: How to tackle Vulkanus
- Replies: 6
- Views: 593
Re: How to tackle Vulkanus
Factorio is mainly about converting available resources to desired material. Usually it requires multiple transforms to get the desired items. So the task is to analyze available resources (ore, oil, lava, coal, ...) and see what you can do with that with the available recipes.
A few resources are ...
A few resources are ...
- Sat Nov 29, 2025 11:08 pm
- Forum: Gameplay Help
- Topic: Spaceship blueprint requested
- Replies: 11
- Views: 818
Re: Spaceship blueprint requested
The dynamic recipe changing on my platform is for reprocessing metallic and carbonic asteroids into oxide, if there is a surplus of metallic and carbonic and not enough oxide. It mainly helps with the first and initial start from Nauvis to build a buffer of ice, water and steam, but later it's not ...
- Sat Nov 29, 2025 1:27 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2725
Re: Gleba!
I guess I better show a smaller example from my latest map without the large part on the left that just creates legendary modules, beacons and biolabs. I started quality manufacturing but abandoned this because it wasn't fun for me.
This relies on tech from Nauvis and Vulcanus, but not from Fulgora ...
This relies on tech from Nauvis and Vulcanus, but not from Fulgora ...
- Sat Nov 29, 2025 12:55 pm
- Forum: Gameplay Help
- Topic: Spaceship blueprint requested
- Replies: 11
- Views: 818
Re: Spaceship blueprint requested
Reduce fuel consumption: thrusters become really inefficient at full throttle. The common approach is to have a pulsed pump that limits either fuel or oxidizer to run thrusters at around 30% throttle. See the detailed discussion , personally I still like my really simple constant pulse rate ...
- Sat Nov 29, 2025 11:36 am
- Forum: Gameplay Help
- Topic: Spaceship blueprint requested
- Replies: 11
- Views: 818
Re: Spaceship blueprint requested
You don't use advanced buildings such as modules, foundries, beacons. This can greatly increase output with much lesser footprint. You don't need this huge amount of turrets. You built much too big for no purpose. For the inner 4 planets, 6-8 gun turrets at the front with yellow ammo are sufficient ...
- Thu Nov 27, 2025 9:44 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2725
Re: Gleba!
Careful choosing the land patch in the correct biome (green for yumako, violet for jellynut), then initial farm in the fertile area, then fertilize the land with artificial soil and overgrowth soil.
I admit this farm started out with exceptional richness right from the start not common to every ...
I admit this farm started out with exceptional richness right from the start not common to every ...
- Thu Nov 27, 2025 1:56 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2048
- Views: 917414
Re: Simple Questions and Short Answers
Stop trying arbitrary conditions without understanding and start thinking about what you want to achieve.
(I guess) you want to achieve this:
if the chest has more than 300 items, enable the inserter to take items out of it
while the chest has between 100 and 300 items, keep the inserter enabled ...
(I guess) you want to achieve this:
if the chest has more than 300 items, enable the inserter to take items out of it
while the chest has between 100 and 300 items, keep the inserter enabled ...
- Thu Nov 27, 2025 9:56 am
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2725
Re: Gleba!
I've noticed some other users ship in their fruits using trains? Gleba is the only planet where I don't use trains at all due to the spoilage issue but I saw some one else make a comment that you can use circuit logic to harvest fresh fruits upon request? I'd love to see the circuit setup for that ...
- Mon Nov 24, 2025 9:07 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2725
Re: Gleba!
consider: 1 unit of nutrients is 2.0MJ of yum to power a standard 500kW biochamber. each nutrient has enough energy to power 4 biochambers for 1 second. 5 bioflux makes 60 nutrients, meaning one bioflux can power 48 biochambers a second. using half fast belt, and no stacking inserters, that's 15 ...