Search found 64 matches
- Sun Dec 07, 2025 4:36 pm
- Forum: Ideas and Suggestions
- Topic: Belt upgrade planner
- Replies: 3
- Views: 347
Re: Belt upgrade planner
That is a very useful piece of information! My right index finger thanks you x
- Fri Dec 05, 2025 9:16 am
- Forum: Ideas and Suggestions
- Topic: Belt upgrade planner
- Replies: 3
- Views: 347
Belt upgrade planner
TL;DR
A new button to upgrade belts, undergrounds, and splitters with one selection rather than 3.
What?
Tiny QOL idea. In the upgrade planner we can select belts, undergrounds and splitters separately. I propose a button to select, for instance - all yellow belt entities, or all blue belt ...
A new button to upgrade belts, undergrounds, and splitters with one selection rather than 3.
What?
Tiny QOL idea. In the upgrade planner we can select belts, undergrounds and splitters separately. I propose a button to select, for instance - all yellow belt entities, or all blue belt ...
- Mon Sep 29, 2025 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 21
- Views: 4017
Re: Give agricultural towers separate circuit toggles for planting and harvesting
This idea falls apart the moment fruits stopped being consumed in full capacity.
The "stop harvesting" mode of work will solve that.
Never stop consuming fruit! Process it for seeds then burn what's left, or if you have enough seeds just burn everything!
I made my Gleba base error-prone ...
- Mon Sep 29, 2025 4:02 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 21
- Views: 4017
Re: Give agricultural towers separate circuit toggles for planting and harvesting
Never stop consuming fruit! Process it for seeds then burn what's left, or if you have enough seeds just burn everything!Hares wrote: Mon Sep 29, 2025 3:59 pm
This idea falls apart the moment fruits stopped being consumed in full capacity.
The "stop harvesting" mode of work will solve that.
- Sun Sep 28, 2025 12:26 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 21
- Views: 4017
Re: Give agricultural towers separate circuit toggles for planting and harvesting
I have found managing seed planting is key to controlling fruit output.
Inserting one seed will result in 50 fruit after 5 minutes. An inserter with hand size 1 inserting seeds, clocked in any way you choose (no smaller than approx 240 ticks per agri-tower) will yield a fruit output as regular as ...
Inserting one seed will result in 50 fruit after 5 minutes. An inserter with hand size 1 inserting seeds, clocked in any way you choose (no smaller than approx 240 ticks per agri-tower) will yield a fruit output as regular as ...
- Sat May 10, 2025 12:50 am
- Forum: Off topic
- Topic: Space Age has ruined Space Age!
- Replies: 18
- Views: 7509
Re: Space Age has ruined Space Age!
Back in't day, when't only surface wi Nauvis and biters were only bloody threat, a yearn for it a tell thee.
- Mon May 05, 2025 8:59 pm
- Forum: Gameplay Help
- Topic: Is it possible to synchronize circuits between 2 planets without using mods ?
- Replies: 17
- Views: 2701
Re: Is it possible to synchronize circuits between 2 planets without using mods ?
You can set up a tick timer on each planet, and sync them using a space platform with requests? With something like https://en.wikipedia.org/wiki/Network_Time_Protocol , they should eventually sync up after a round trip. Everything else can then sync to the per-planet timer over radar.
Ah yes ...
- Fri Apr 25, 2025 10:31 am
- Forum: General discussion
- Topic: I went back to 1.1
- Replies: 26
- Views: 6227
Re: I went back to 1.1
i guess i just want to build one big base where everything takes place on the same planet
There are a few mods that put everything on one planet. I haven't tried them, but I know they exist because I bounced off SA at first and wanted what you describe. I persevered though and eventually "got ...
Q problem
Pipette has a deep deep flaw that I have discovered after (too) many hours of this beautiful game.
The problem is, 'Q' is not used by any other software (AFAIK) to select the thing under the mouse. Muscle memory has ruined all other software for me:
- My recording software uses Q for quantize, so ...
The problem is, 'Q' is not used by any other software (AFAIK) to select the thing under the mouse. Muscle memory has ruined all other software for me:
- My recording software uses Q for quantize, so ...
- Fri Feb 28, 2025 10:43 am
- Forum: Ideas and Suggestions
- Topic: Unit tests deep dive please!
- Replies: 2
- Views: 591
Re: Unit tests deep dive please!
I had a week or so when I first discovered Factorio and read every single FFF up to that point, but that was enjoyable to read again (with I don't know how many thousand hours under my belt), thank you!
I'm no coder; I'm a lowly musician, electrician, lover, and Factorio enjoyer, but I enjoy ...
I'm no coder; I'm a lowly musician, electrician, lover, and Factorio enjoyer, but I enjoy ...
- Fri Feb 28, 2025 12:32 am
- Forum: Ideas and Suggestions
- Topic: Unit tests deep dive please!
- Replies: 2
- Views: 591
Unit tests deep dive please!
Ever since the FFF with this video...
https://www.youtube.com/watch?v=CgMV2dFFdFE
... it has haunted me. I wake up sobbing most nights. My factory has shriveled. It's all clogged up! Its seed has spoiled.
I understand the gist of what's going on, I think? Checking a new build of the game with a ...
https://www.youtube.com/watch?v=CgMV2dFFdFE
... it has haunted me. I wake up sobbing most nights. My factory has shriveled. It's all clogged up! Its seed has spoiled.
I understand the gist of what's going on, I think? Checking a new build of the game with a ...
- Sun Feb 23, 2025 9:27 pm
- Forum: Ideas and Suggestions
- Topic: UI Improvement for Assembler Logistics Connection
- Replies: 5
- Views: 837
Re: UI Improvement for Assembler Logistics Connection
I agree, though it is worth pointing out that you can Q (pipette) the product and click it onto the slot, which is only 1 extra interaction.
- Wed Feb 19, 2025 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Official HD Textures
- Replies: 5
- Views: 2578
Re: Official HD Textures
Essentially, what was teased in https://www.factorio.com/blog/post/fff-64, except first party so I don't have to choose between achievements and a community-developed AI-upscaled travesty*.
This particular FFF mentions the idea of space platforms and a good bit of the functioning as we now ...
- Wed Feb 05, 2025 1:45 pm
- Forum: General discussion
- Topic: What's the most unexpected fun you've had?
- Replies: 16
- Views: 3959
Re: What's the most unexpected fun you've had?
My first non-peaceful run!
After ~1k hours in 1.1 and completing 50% ish of a Space Age run I decided to restart and see what all this fighting lark was about after building an absolute turret frenzy of a platform.
Oh I see, you have to balance pollution and production, make tactical decisions ...
After ~1k hours in 1.1 and completing 50% ish of a Space Age run I decided to restart and see what all this fighting lark was about after building an absolute turret frenzy of a platform.
Oh I see, you have to balance pollution and production, make tactical decisions ...
- Wed Feb 05, 2025 7:39 am
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 2078
Re: Removal of the "Use filter" checkbox
@Boskid
This is exactly how the inserters should be. Can they be coded to act in the same way\use the same GUI? If so consider this message a huge +1 for the idea!
This is exactly how the inserters should be. Can they be coded to act in the same way\use the same GUI? If so consider this message a huge +1 for the idea!
- Sun Feb 02, 2025 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Make space platform destruction more memorable
- Replies: 6
- Views: 1048
Re: Make space platform destruction more memorable
+1 for vast explosions and the like x
- Fri Jan 31, 2025 7:55 am
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 2078
Re: Removal of the "Use filter" checkbox
+1 think of all the clicks saved. All those children in the clickmines will thank you.
- Sat Jan 04, 2025 8:11 pm
- Forum: Implemented Suggestions
- Topic: Sign / get a certificate for the executables
- Replies: 13
- Views: 4760
Re: Sign the standalone Windows installer
Possibly the best running piece of Windows software!
- Tue Dec 31, 2024 9:13 am
- Forum: Spread the Word
- Topic: Spotted this in The Guardian today...
- Replies: 0
- Views: 4526
Spotted this in The Guardian today...
There was no mention of Factorio in any of their other year end gaming coverage. Good to see someone keeping the flame alive lol x
https://www.theguardian.com/games/2024/ ... f-the-year
https://www.theguardian.com/games/2024/ ... f-the-year
- Thu Dec 26, 2024 9:50 pm
- Forum: Ideas and Suggestions
- Topic: Show planet art in the background below space platforms while in orbit
- Replies: 32
- Views: 8384
Re: Show planet art in the background below space platforms while in orbit
The Legendary Quality version of this would have your factory visible on the planet.