What do you mean by this?Panzerknacker wrote: Fri Apr 17, 2026 5:29 am Nuking the brilliant fluid system in the last minute before 2.0 release was imo the worst decision made in the game's history.
Search found 27 matches
- Sun May 03, 2026 11:21 am
- Forum: General discussion
- Topic: Isn't it weird that there are no talks/posts/discussions about 2.1?
- Replies: 12
- Views: 2109
Re: Isn't it weird that there are no talks/posts/discussions about 2.1?
- Sun May 03, 2026 11:16 am
- Forum: Gameplay Help
- Topic: New combinator logic: Output any TRUE condition as 1
- Replies: 3
- Views: 280
New combinator logic: Output any TRUE condition as 1
Thanks to the new logic in combinators, it is possible for one combinator to have multiple conditions. In theory, this should allow one combinator to perform a function previously performed by many.
I am looking for a way to have a single combinator set filters on an inserter, where the filters are ...
I am looking for a way to have a single combinator set filters on an inserter, where the filters are ...
- Wed Apr 08, 2026 6:45 am
- Forum: Ideas and Requests For Mods
- Topic: Promethium Science Wild Card Mod
- Replies: 1
- Views: 395
Re: Promethium Science Wild Card Mod
Doing this as elegantly as you want (having the lab read promethium science as any science pack) would require more scripting knowledge than I (and presumably you) lack.
However, a less elegant solution would be to have crafting promethium science also unlock recipes to craft promethium science ...
However, a less elegant solution would be to have crafting promethium science also unlock recipes to craft promethium science ...
- Wed Apr 08, 2026 5:37 am
- Forum: Ideas and Suggestions
- Topic: Change "cannot be crafted in this machine" error to be more specific.
- Replies: 0
- Views: 328
Change "cannot be crafted in this machine" error to be more specific.
As discussed in this thread .
Entities belonging to the "assembling-machine" prototype can show an unspecific error on recipes: "cannot be crafted in this machine".
I saw this error while developing a mod adding recipes with more input or output fluids than the machine in question (in this case ...
Entities belonging to the "assembling-machine" prototype can show an unspecific error on recipes: "cannot be crafted in this machine".
I saw this error while developing a mod adding recipes with more input or output fluids than the machine in question (in this case ...
- Wed Apr 08, 2026 5:27 am
- Forum: Modding help
- Topic: Making foundry input and output pipes generic
- Replies: 2
- Views: 402
Re: Making foundry input and output pipes generic
You just need to extend the Foundry to include the additional 2 Input/Output fluid boxes; which it sounds like you have already done. :-) The drawback is that you are not be able to do 4 Fluid In + 2 Fluid Out without a custom pipe-graphics patch, because Foundries only have 4 "points" to connect ...
- Tue Apr 07, 2026 11:07 am
- Forum: General discussion
- Topic: Why arent there left hand traffic trains
- Replies: 7
- Views: 2555
Re: Why arent there left hand traffic trains
I swear we used to have an option for left-hand rail. I've gone looking for it but cannot find it.
Am I mixing this up with another game? Is the option gone now?
The game you are thinking of is OpenTTD, which does have a setting to swap the side the signals are on, making LHD setups mirror ...
- Tue Apr 07, 2026 11:05 am
- Forum: Modding help
- Topic: Making foundry input and output pipes generic
- Replies: 2
- Views: 402
Making foundry input and output pipes generic
I am developing a mod that introduces new metallurgical recipes, crafted in a foundry. Some of these recipes have three input or output fluids. One has four input fluids (and an item output).
It seems the foundry is set up so that cannot happen. The recipes appear in the foundry recipe selection ...
It seems the foundry is set up so that cannot happen. The recipes appear in the foundry recipe selection ...
- Wed Dec 24, 2025 9:09 am
- Forum: Gameplay Help
- Topic: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
- Replies: 3
- Views: 933
Re: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
I appreciate the attempt to help, but I think this is beyond my ken.
I struggled understand how this system works, and what each condition does in practice. I thought the best thing to do would be to re-create the given example. This is convenient for me in any case, as it seems to do what I have ...
I struggled understand how this system works, and what each condition does in practice. I thought the best thing to do would be to re-create the given example. This is convenient for me in any case, as it seems to do what I have ...
- Tue Dec 23, 2025 8:45 am
- Forum: Gameplay Help
- Topic: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
- Replies: 3
- Views: 933
Re: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
So that's why the combinator interface changed! We can put multiple conditions in one combinator now!
Thanks for the link. I'm going to spend some time reading that tutorial and see if I can make use of it.
Thanks for the link. I'm going to spend some time reading that tutorial and see if I can make use of it.
- Tue Dec 23, 2025 7:18 am
- Forum: Gameplay Help
- Topic: Enabling "set recipe" causes assembler to constantly change: How do I stop that?
- Replies: 3
- Views: 933
Enabling "set recipe" causes assembler to constantly change: How do I stop that?
I've tried this as many different ways as I can think of.
Attempt one:
I have a combinator reading from the space station hub.
INPUT: Copper Wire < 3
OUTPUT Copper Wire: 1
The output is hooked to an assembler with "set recipe" enabled.
I have another combinator reading from the space station hub ...
Attempt one:
I have a combinator reading from the space station hub.
INPUT: Copper Wire < 3
OUTPUT Copper Wire: 1
The output is hooked to an assembler with "set recipe" enabled.
I have another combinator reading from the space station hub ...
- Wed Dec 17, 2025 8:26 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2080
- Views: 1087333
Re: Simple Questions and Short Answers
Thanks, that explains it! They did seem to come out of no-where. I hadn't noticed they were coming from the Strafers. If they're projectiles, it makes sense I cannot target them. We cannot target other player's rockets in PvP either.
Honestly, knowing they're not an enemy type of their own is a ...
Honestly, knowing they're not an enemy type of their own is a ...
- Wed Dec 17, 2025 6:06 am
- Forum: General discussion
- Topic: Why arent there left hand traffic trains
- Replies: 7
- Views: 2555
Re: Why arent there left hand traffic trains
I swear we used to have an option for left-hand rail. I've gone looking for it but cannot find it.
Am I mixing this up with another game? Is the option gone now?
Am I mixing this up with another game? Is the option gone now?
- Wed Dec 17, 2025 4:09 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2080
- Views: 1087333
Re: Simple Questions and Short Answers
Hopefully a simple enough question for this thread.
I've encountered some flying enemies on Gleba.
I have lasers in my power armour. They target the big, ground-based creatures, and the little starfish, but always ignore the flying bee-like creatures.
Even when everything else is dead or I've ...
I've encountered some flying enemies on Gleba.
I have lasers in my power armour. They target the big, ground-based creatures, and the little starfish, but always ignore the flying bee-like creatures.
Even when everything else is dead or I've ...
- Mon Aug 25, 2025 8:40 am
- Forum: Technical Help
- Topic: Is it possible to update to 2.0 in parts?
- Replies: 7
- Views: 1686
Re: Is it possible to update to 2.0 in parts?
If you download Space Age from the Factorio website, it includes the whole game. It's not just the extension, it's the full game, so you don't need to first update the base game.
So it does, how convenient! I thought Space Age only included the expansion content, and I'd have to update Factorio ...
- Sun Aug 24, 2025 4:05 pm
- Forum: Technical Help
- Topic: Is it possible to update to 2.0 in parts?
- Replies: 7
- Views: 1686
Re: Is it possible to update to 2.0 in parts?
Okay, it looks like I'll have to keep trying and hope my internet doesn't fail.
Unfortunately, I need to avoid using Steam. My computer has limited resources and having Steam running can cut my in-game FPS by 10 or 20. Its way of handling downloads is great, though, and if I could download Factorio ...
Unfortunately, I need to avoid using Steam. My computer has limited resources and having Steam running can cut my in-game FPS by 10 or 20. Its way of handling downloads is great, though, and if I could download Factorio ...
- Sun Aug 24, 2025 3:45 pm
- Forum: Technical Help
- Topic: Is it possible to update to 2.0 in parts?
- Replies: 7
- Views: 1686
Is it possible to update to 2.0 in parts?
I haven't played Factorio in years. I'm still on 1.1. My internet is very slow because of where I live.
I managed to download the Space Age installer in about 3hr30min. However, updating Factorio itself isn't going so well. My internet has failed on me twice now, after I waited hours for it to get ...
I managed to download the Space Age installer in about 3hr30min. However, updating Factorio itself isn't going so well. My internet has failed on me twice now, after I waited hours for it to get ...
- Wed Jun 12, 2024 10:02 am
- Forum: Ideas and Requests For Mods
- Topic: Opposite of Squeak Through
- Replies: 16
- Views: 5073
Opposite of Squeak Through
Squeak Through (and probably several similar mods) decrease the hitbox of entities so the player can walk between two entities that are visually touching.
I'm wondering if there's a mod that does the opposite of this: Increase the hitbox of vanilla entities so the player cannot walk between them ...
I'm wondering if there's a mod that does the opposite of this: Increase the hitbox of vanilla entities so the player cannot walk between them ...
- Wed Jun 12, 2024 9:56 am
- Forum: General discussion
- Topic: Just Got the Game β Is Upping the Difficulty
- Replies: 4
- Views: 3125
Re: Just Got the Game β Is Upping the Difficulty
My initial thought is I should change the controls to be closer to those in Minecraft. I keep mistakenly right-clicking to access the machine interfaces.
In contradiction to Stringweasel, I don't think there's any harm in doing this. I did the same thing when I first got factorio, and in fact ...
- Thu Jun 06, 2024 6:00 am
- Forum: General discussion
- Topic: Anyone use barrels?
- Replies: 80
- Views: 70306
Re: Anyone use barrels?
In most games, kick-starting coal liquefaction is the only thing I use barrels for.
However, I'm playing through a mod ( Lunar Landings ) in which:
Rockets are reached at blue science
Rocket fuel is a liquid, not an item
I didn't want to deal with long pipes, and wasn't ready to set up trains yet ...
However, I'm playing through a mod ( Lunar Landings ) in which:
Rockets are reached at blue science
Rocket fuel is a liquid, not an item
I didn't want to deal with long pipes, and wasn't ready to set up trains yet ...
- Fri May 10, 2024 7:51 am
- Forum: Modding help
- Topic: Can someone please count brackets for me? I'm serious.
- Replies: 10
- Views: 3063
Re: Can someone please count brackets for me? I'm serious.
There was a comma missing at the end of the first "icon = sprite '3in1-item.png', icon_size = 64" line. And another one at the end of the "{'roboport', 1}" line.
Thank you! I knew I was just missing it. Why is this the hardest part of debugging.
As expected, it throws other errors but I can ...