Search found 175 matches
- Sun Aug 17, 2025 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Enhance "trees and rocks" deconstructor planner checkbox
- Replies: 0
- Views: 102
Enhance "trees and rocks" deconstructor planner checkbox
Can we also include fulgoran ruins please?
- Sun Aug 10, 2025 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 24
- Views: 11262
Re: Set requests for space platform hub via circuit signals
For me ATM it would be sufficient to have a multiplier taken from signal. But +1.
- Sat Aug 09, 2025 9:11 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 426
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
Just tested this. Ghost gate doesn't do the trick. Actually building the gate ofc allow the wall to be connected but when you undo the gate connections are lost. So nope.ickputzdirwech wrote: Sat Aug 09, 2025 6:55 pm I suppose you could temporarily place a gate next to the walls you want to connect to the wire?
- Sat Aug 09, 2025 1:54 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 426
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
Ok. I personally find it inconsistent from user experience.
What I'm doing to work around it is to stop platform to order build materials, build all walls in storage in random place and then work with ghosts. Until all is setted up.
It's still annoying since real wall refuse to conenct to ghosts ...
What I'm doing to work around it is to stop platform to order build materials, build all walls in storage in random place and then work with ghosts. Until all is setted up.
It's still annoying since real wall refuse to conenct to ghosts ...
- Sat Aug 09, 2025 12:59 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 426
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
I'm totally for that btw.
Regardless of what you decide, imho either both ghosts and real walls allow circuits or both do not allow them. Now ghosts work and real walls don't.
Regardless of what you decide, imho either both ghosts and real walls allow circuits or both do not allow them. Now ghosts work and real walls don't.
- Sat Aug 09, 2025 9:21 am
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 426
[2.0.60] Inconsistent circuit connection to ghost/real walls
Very easy to replicate by placing wall ghosts on empty (disconnected) space on any platform: you can connect wall ghosts to circuit networks. Once the wall is built, the connections remain and works however now the game refuses to connect any more cables to the wall.
Which means that you either ...
Which means that you either ...
- Sun Nov 17, 2024 7:16 pm
- Forum: News
- Topic: Friday Facts #437 - Cargo Pod Deep Dive
- Replies: 45
- Views: 19648
Re: Friday Facts #437 - Cargo Pod Deep Dive
When I first sent the engineer to space that animation was pure magic. And the planetfall as well, it is an emotion for every new planet.
I really love this expansion. It makes me wish there were more and more worlds to explore and exploit.
I really love this expansion. It makes me wish there were more and more worlds to explore and exploit.
- Mon Nov 11, 2024 5:54 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 65698
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Apparently, they are not really territorial animals (worms?). I expected them to react somehow when one comes to the territory of another, but they just clip through each other :lol:
11-10-2024, 13-45-00.png
Now you have done it. Give it 30 days and you will have a baby demolisher looking to ...
- Mon Nov 04, 2024 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Copy Quality Setting
- Replies: 0
- Views: 474
Copy Quality Setting
TL;DR
I'd like to have a shortcut to copy just the quality settings from an entity into another.
What?
For instance, suppose I have a row of inserters each one configured with a different filter item to common quality. I'd like to configure manually the first one, let's say a filter battery ...
I'd like to have a shortcut to copy just the quality settings from an entity into another.
What?
For instance, suppose I have a row of inserters each one configured with a different filter item to common quality. I'd like to configure manually the first one, let's say a filter battery ...
- Fri Oct 18, 2024 1:12 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 48506
Re: Friday Facts #433 - Liftoff Initiated
Best thing about that video was we can finally all agree now on the pronunciation of GLEBA. Ha! No more Glee-ba or Xterms fav Glubba <3
And we learned that Factorio is Italian. "Itsa me, Factorio!"
It happens that I speak italian. And I can tell you that one of the most cringe things I ...
- Fri Oct 18, 2024 12:34 pm
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 48506
Re: Friday Facts #433 - Liftoff Initiated
Shit... I had my employer release scheduled this week end and 4 days holidays already booked from Tuesday since June. But ofc stupid contractors messed up and now I it has been postponed 1 month. Don't spoil anything on this forum in the coming weeks or I will send you a demolisher at home. 

- Mon Oct 14, 2024 7:41 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 65970
Re: Friday Facts #432 - Aquilo
They will slowly return to the closest active port. So on Gleba probably.mmmPI wrote: Mon Oct 14, 2024 6:00 am I'm curious to know what happens to bots flying if all the robotports end ups freezing due to lack of heat now.

- Sat Oct 12, 2024 9:39 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 65970
Re: Friday Facts #432 - Aquilo
Now... shouldn't the heat pipes attach to the machines on this planet? If the atmosphere is that cold having a tube nearby won't be enough, right? It would just disperse the heat.
- Fri Oct 11, 2024 1:23 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 65970
Re: Friday Facts #432 - Aquilo
So the embargo lifts on Monday.
I don't know if I will have the change to play the week after release and I will avoid content cretors for a while.
If I come back here for FFF will there be spoilers too? Or will it be safe?
I don't know if I will have the change to play the week after release and I will avoid content cretors for a while.
If I come back here for FFF will there be spoilers too? Or will it be safe?
- Fri Sep 20, 2024 7:10 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 65698
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
It seems pretty antithetical to Factorio to me - as a big part of vanilla is that biters continually drain your resources, until you've invested quite a bit in a fully sustainable defense (e.g., lasers + flamethrowers).
Only that iron and copper are infinite on vulcanus so there is no point ...
- Fri Sep 20, 2024 2:05 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 65698
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
Could be, but they already revealed the tesla turret, and mentioned in that FFF that there was a hand-held version, so it's not really something they can't talk about yet.
If I were designing it I would make it so that if you shoot it while in a cloud it will hurt you.
This would a balance ...
- Fri Sep 20, 2024 12:35 pm
- Forum: News
- Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
- Replies: 167
- Views: 65698
Re: Friday Facts #429 - Vulcanus Demolisher Enemies
I was looking forward to people encountering Demolishers during the playtesting event so I joined different servers to watch the first encounters.
The sadist side of a developer job. :twisted:
My comment on the creature... pretty much like for Dune movie, it doesn't make sense for a worm to ...
The sadist side of a developer job. :twisted:
My comment on the creature... pretty much like for Dune movie, it doesn't make sense for a worm to ...
- Tue Sep 17, 2024 12:16 pm
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 31360
Re: Friday Facts #428 - Reactor & Logistics circuit control
Just a thought. All these changes to logistic, trains and automation in general we saw in the last months, they are awsome but they make me wonder if those features should be unlocked "incrementally" with different research.
I'm not new to the game, so probably for me and most people here it might ...
I'm not new to the game, so probably for me and most people here it might ...
- Sun Sep 15, 2024 10:02 am
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 31360
Re: Friday Facts #428 - Reactor & Logistics circuit control
All in all a set of very awesome changes, as always :D
The reactor thing is nice, although I am not sure if the thermal mass of reactors, pipes and heatexchangers is enough to make sure nothing is wasted, but we will see, the last sentence was quite interessting
Anyway... reading the heat and ...
- Fri Sep 06, 2024 12:00 pm
- Forum: News
- Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
- Replies: 253
- Views: 69573
Re: Friday Facts #427 - Combat Balancing & Space Age LAN
Have fun at the LAN party! Leave some pentapods alive for day1.