Search found 1707 matches
- Mon Jul 06, 2026 1:01 pm
- Forum: Mod portal Discussion
- Topic: Mandatory AI tag
- Replies: 14
- Views: 538
Re: Mandatory AI tag
I don't see any relation between AI assisted mod creation and the ease of mod browsing in the mod portal.
I open the mod portal. I get presented tons of AI-generated mods.
Then we have different mod portals. I open the mod portal, and I get presented a lot of mods. I don't see if any ...
- Mon Jul 06, 2026 11:52 am
- Forum: Mod portal Discussion
- Topic: Mandatory AI tag
- Replies: 14
- Views: 538
Re: Mandatory AI tag
Can we please have an AI tag for mods? Looking through the recently updated mods list is becoming more difficult every day.
I don't see any relation between AI assisted mod creation and the ease of mod browsing in the mod portal. It's already at maximum difficulty to find mods with original ...
- Sat Jul 04, 2026 11:04 pm
- Forum: Not a bug
- Topic: [2.1.9] Nuclear reactor sends wrong fuel signal
- Replies: 1
- Views: 179
Re: [2.1.9] Nuclear reactor sends wrong fuel signal
You get 2 because 1 fuel cell is currently burning and 1 fuel cell is in the input slot.
- Fri Jul 03, 2026 9:39 am
- Forum: General discussion
- Topic: We need to talk about the new fluid system
- Replies: 74
- Views: 3660
Re: We need to talk about the new fluid system
In my opinion, the current fluid system is ok. It opens up more options in general than it closes. If, looking from the current state of the game, you restrict something, the impact of the limiting is more severe (removes more choices) than it opens up choices.
- The current behavior isn't too ...
- The current behavior isn't too ...
- Wed Jul 01, 2026 4:35 pm
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 29
- Views: 4024
Re: Experimental Biter expansion too strong
I'm fairly certain that biters have always tried expanding past walls, the expansion party just gets killed. I'd also be interested in a screenshot of your map.
Yes, expansion parties choose their destination regardless of the location being within a walled area or not. However, they don't ...
- Wed Jul 01, 2026 3:34 pm
- Forum: General discussion
- Topic: Would disabling the production counters provide a measurable benefit?
- Replies: 8
- Views: 667
Re: Would disabling the production counters provide a measurable benefit?
If you never looked at the numbers and found it essential info, you didn't probably design a production line yet.
- Wed Jul 01, 2026 12:39 pm
- Forum: Gameplay Help
- Topic: Arithmetic combinator not combining
- Replies: 2
- Views: 284
Re: Arithmetic combinator not combining
With EACH, you multiply only red belts (on green) with red belts (on red), gears (on green) with gears (on red), and yellow belts (on green) with yello belts (on red).
Which results in:
red belts: 0 * 400 = 0
gears: 5 * 0 = 0
yellow belts: 1 * 0 = 0
If you want to multiply all gears and yellow ...
Which results in:
red belts: 0 * 400 = 0
gears: 5 * 0 = 0
yellow belts: 1 * 0 = 0
If you want to multiply all gears and yellow ...
- Tue Jun 30, 2026 5:24 pm
- Forum: Releases
- Topic: Version 2.1.9
- Replies: 26
- Views: 14030
Re: Version 2.1.9
Decider combinator supports else-output.
Huh... sneaking in a major game changer for circuits in some bugfix update makes me think this was planned right from the start but couldn't be included in the initial release because it wasn't stable yet.
Many thanks for this quite long wanted ...
- Mon Jun 29, 2026 9:57 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 251
- Views: 22902
Re: Please, DO NOT remove space casino
Take your blue circuit example, say if you stop recycling or producing uncommon blue when there are 50 uncommon red circuits on the belt. What happens the moment you do accumulate 50 uncommon red circuits on the belt while there are only 5 green circuits from the last recycling?
You have a keen ...
- Mon Jun 29, 2026 9:21 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 251
- Views: 22902
Re: Please, DO NOT remove space casino
Just one small reminder: all the "real" factories you show here will eventually jam when legendary output were constantly consumed. You need circuitry to dispose excessive intermediates from random swing, which I don't find enjoyable to design.
One of the reasons I prefer space casino over any ...
- Sun Jun 28, 2026 5:14 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 251
- Views: 22902
Re: Please, DO NOT remove space casino
My main point is that another mode is in fact a grind. Without space casinos, there are no other ways around to produce legendary calcite and coal than just grind them directly with moduled miners.
Certainly there is.
Or, actually you don't need it in the first place. The only solid product you ...
- Sun Jun 28, 2026 1:38 pm
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 251
- Views: 22902
Re: Please, DO NOT remove space casino
Legendary items are an engineering investment, not a goal by itself. In any economy, you pay for something to get more back in return. The investment for legendary science was to enable higher science throughput on a throttled landing pad, and it paid back with higher science numbers. The investment ...
- Sun Jun 28, 2026 12:08 pm
- Forum: Gameplay Help
- Topic: Is Kovarex Enrichment worth rushing?
- Replies: 4
- Views: 453
Re: Is Kovarex Enrichment worth rushing?
Kovarex enrichment isn't just about getting amounts of U-235, it's also (if not more) about not getting that growing pile of unused U-238 you don't have any consumer for. To keep uranium balanced as a whole, you need to use kovarex enrichment.
I start uranium processing with about 20 centrifuges ...
I start uranium processing with about 20 centrifuges ...
- Sat Jun 27, 2026 10:51 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2104
- Views: 1150253
Re: Simple Questions and Short Answers
blueprint-storage.dat is the original blueprint storage used for Factorio 1.1. blueprint-storage-2.dat ist the blueprint storage for Factorio 2.0.
- Sat Jun 27, 2026 8:44 am
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 71
- Views: 15641
Re: Friday Facts #444 - 2.1 Experimental release
However since SA release, there is no communication any more, at best very little, Wube is dictating, how they want there players to play the game. Rather it be changes to platforms, quality or what not.
A definite no to that. Completely and wholly.
The game sets environmental laws within the ...
- Fri Jun 26, 2026 8:54 pm
- Forum: News
- Topic: Friday Facts #444 - 2.1 Experimental release
- Replies: 71
- Views: 15641
Re: Friday Facts #444 - 2.1 Experimental release
I may be wrong but I've kind of gotten the impression that the team wants everything to be more "professional" (for lack of a better word) the past couple years, which undoubtedly makes FFFs take longer to write. And, well, they've done 444 of them already...
Apropos taking longer. If one FFF ...
- Fri Jun 26, 2026 7:35 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 386
- Views: 48743
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
0.X versions have always been fair game for breaking changes in Factorio (video games rarely follow semver), though I realize that may be surprising if you haven't followed development for a while.
If you play with common sense and don't min/max too much up to exploit level, the 2.1 update will ...
- Fri Jun 26, 2026 12:30 pm
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 29
- Views: 4024
Re: Experimental Biter expansion too strong
While early and mid game, I don't want to deal with biters very much. I abandoned maps and disabled biters on my first maps. If they expand back into areas I just cleared, it's kind of frustrating and it was ok the new expansions were small and only about the size of the initial nests in the ...
- Fri Jun 26, 2026 12:02 pm
- Forum: Ideas and Suggestions
- Topic: Common circuit network option for all belts
- Replies: 2
- Views: 144
Re: Common circuit network option for all belts
Please as option only, because I have use cases where I read multiple different belt pieces of the same belt and want them to be all in different circuit networks.
- Fri Jun 26, 2026 8:27 am
- Forum: Balancing
- Topic: Buff handheld flamethrowers
- Replies: 7
- Views: 760
Re: Buff handheld flamethrowers
Until 2.0, the shotgun appeared to me as if I was shooting with blanks when trying to fight biters and nests. I was always very soon overrun and killed. The only visible damage I was ever able to deal was to my factory buildings when I accidentally hit Spacebar while working on my factory.
But with ...
But with ...