Quality Holmium Ore serves no purpose and is just a contaminant when it comes to recycling with quality modules. For QoL, any Holmium Ore that would have been produced at a higher quality should either be voided, replaced with common quality or replaced with >1 common quality.
Yes, we can deal with ...
Search found 25 matches
- Tue Jul 28, 2026 1:19 pm
- Forum: Ideas and Suggestions
- Topic: Scrap Recycling should not produce quality Holmium Ore
- Replies: 1
- Views: 231
- Mon Jul 27, 2026 9:00 am
- Forum: Ideas and Suggestions
- Topic: Allow Foundries to cast Heat Pipes
- Replies: 2
- Views: 260
Allow Foundries to cast Heat Pipes
Given that Foundries can cast LDS with iron, copper and plastic, Heat Pipes should be even simpler to cast as they only need iron and copper.
It would be a small productivity boon for Heat Pipes on Aquilo where we need tons of them.
It would be a small productivity boon for Heat Pipes on Aquilo where we need tons of them.
- Mon Jul 27, 2026 8:47 am
- Forum: Ideas and Suggestions
- Topic: Allow inserters to return unwanted items to chests
- Replies: 0
- Views: 122
Allow inserters to return unwanted items to chests
When you have a chest and an inserter transferring items from the chest to an Assembly Machine, and then clear the recipe on the Assembly Machine or pick a different recipe, there is a chance that the inserter becomes stuck - if it was trying to deposit an item that the Assembly Machine no longer ...
- Sat Jul 25, 2026 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Allow pre-editing Enable/Disable conditions
- Replies: 0
- Views: 147
Allow pre-editing Enable/Disable conditions
TLDR: Inserter enable/disable checkbox being unticked should not prevent setting the condition.
When I connect an inserter via wire to say, a chest, and then click the Enable checkbox, the inserter becomes disabled - good. I then edit the conditions under which it should be enabled and it becomes ...
When I connect an inserter via wire to say, a chest, and then click the Enable checkbox, the inserter becomes disabled - good. I then edit the conditions under which it should be enabled and it becomes ...
- Wed Jul 15, 2026 6:16 pm
- Forum: Bug Reports
- Topic: [2.1.11] Biter expansions still sometimes generate worms only
- Replies: 7
- Views: 943
Re: [2.1.11] Biter expansions still sometimes generate worms only
I too have noticed and found this quite irksome on 2.0.77
- Wed Jul 15, 2026 6:15 pm
- Forum: Not a bug
- Topic: [2.0.77] Cliff Destructor removes unrelated ghosts
- Replies: 4
- Views: 274
Re: [2.0.77] Cliff Destructor removes unrelated ghosts
Thanks eugenekay, that works for me. How very unintuitive though!
- Wed Jul 15, 2026 2:54 pm
- Forum: Not a bug
- Topic: [2.0.77] Cliff Destructor removes unrelated ghosts
- Replies: 4
- Views: 274
Re: [2.0.77] Cliff Destructor removes unrelated ghosts
The deconstruction planner has no tiles listed and set to Whitelist.
If I change it to Blacklist it does not change the behavior.
If I add, say, Stone Bricks to the list and keep it as Whitelist then the Foundations no longer get removed.
If there is a Whitelist, anything not on the Whitelist ...
If I change it to Blacklist it does not change the behavior.
If I add, say, Stone Bricks to the list and keep it as Whitelist then the Foundations no longer get removed.
If there is a Whitelist, anything not on the Whitelist ...
- Wed Jul 15, 2026 1:40 pm
- Forum: Not a bug
- Topic: [2.0.77] Cliff Destructor removes unrelated ghosts
- Replies: 4
- Views: 274
[2.0.77] Cliff Destructor removes unrelated ghosts
1. Ghost-place some Foundations and a Roboport over lava.
2. Create a Deconstruction Planner with only Cliffs as the thing to remove.
3. Use planner on existing ghosts - they will be marked for destruction (BUG)
cliff-destructor.jpg
If, instead, you use a Deconstruction Planner that only removes ...
2. Create a Deconstruction Planner with only Cliffs as the thing to remove.
3. Use planner on existing ghosts - they will be marked for destruction (BUG)
cliff-destructor.jpg
If, instead, you use a Deconstruction Planner that only removes ...
- Mon Jul 13, 2026 8:57 pm
- Forum: Duplicates
- Topic: [2.0.77] Bots won't destruct/replace Elevated Rails
- Replies: 4
- Views: 307
Re: [2.0.77] Bots won't destruct/replace Elevated Rails
Maybe so, but destructing a support implies destructing the rails and so should be automatic. The bot logic is "I can't remove the support until the rails are gone, so I won't try" - great! Take the rails then.
- Mon Jul 13, 2026 8:51 pm
- Forum: Minor issues
- Topic: [2.0.73] some of the elevated rail ghosts not getting placed
- Replies: 5
- Views: 660
Re: [2.0.73] some of the elevated rail ghosts not getting placed
I also am experiencing this in freeplay in conjunction with bots, which I think makes it more severe - the bots hover in place and hold on to the items forever, and no bots come along to remove the entities marked for destruction. I posted as a separate bug with save and simple repro steps but it ...
- Mon Jul 13, 2026 8:43 pm
- Forum: Duplicates
- Topic: [2.0.77] Bots won't destruct/replace Elevated Rails
- Replies: 4
- Views: 307
Re: [2.0.77] Bots won't destruct/replace Elevated Rails
I don't think this is entirely a duplicate - this specifically relates to bots. The bots hovering in place and holding on to the items forever and no bots coming to remove the entities marked for destruction.
- Mon Jul 13, 2026 6:54 pm
- Forum: Not a bug
- Topic: [2.1.10] When placing objects, if crafting that object and having 0 items left, goes in ghost mode forever.
- Replies: 4
- Views: 278
Re: [2.1.10] When placing objects, if crafting that object and having 0 items left, goes in ghost mode forever.
Not sure if the devs would consider that a bug - it's been that way for as long as I can remember. However, I agree that it is unintuitive and annoying. If I'm placing while simultaneously crafting, I want to carry on building. Instead I have to monitor the count and wait until I have at least 2 ...
- Mon Jul 13, 2026 6:11 pm
- Forum: Duplicates
- Topic: [2.0.77] Bots won't destruct/replace Elevated Rails
- Replies: 4
- Views: 307
[2.0.77] Bots won't destruct/replace Elevated Rails
What did you do?
Placed Elevated Rails, then tried to force-build a blueprint of other Elevated Rails over the top.
What happened?
Bots replaced some of the rails, but got permanently stuck on others.
What did you expect to happen instead?
Bots should have removed all in-the-way entities and built ...
Placed Elevated Rails, then tried to force-build a blueprint of other Elevated Rails over the top.
What happened?
Bots replaced some of the rails, but got permanently stuck on others.
What did you expect to happen instead?
Bots should have removed all in-the-way entities and built ...
- Tue Jun 30, 2026 11:42 pm
- Forum: Ideas and Suggestions
- Topic: Differentiate range overlays by turret type
- Replies: 6
- Views: 429
Re: Differentiate range overlays by turret type
+1. Especially annoying on space platforms trying to ensure my guns and rockets both have full coverage.
- Mon Jun 22, 2026 8:37 am
- Forum: Ideas and Suggestions
- Topic: Storage Chest QoL improvement / blacklist
- Replies: 3
- Views: 305
Storage Chest QoL improvement / blacklist
TL;DR
Let Storage Chest specify multiple filters, blacklist/whitelist, and option to trash unfiltered items.
What?
Presently, the Storage Chest allows a single item filter.
Storage Chest should be updated to have a similar interface to inserters - allow specifying multiple filters and option ...
Let Storage Chest specify multiple filters, blacklist/whitelist, and option to trash unfiltered items.
What?
Presently, the Storage Chest allows a single item filter.
Storage Chest should be updated to have a similar interface to inserters - allow specifying multiple filters and option ...
- Mon Jun 15, 2026 11:08 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 58783
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
On "space casinos"
I haven't done much with quality yet as it seems to be quite a complicated and arduous process to scale up, but I'm slowly learning. I only found out about this "space casino" because of this heated FFF discussion. My only input is: if it is demonstrably the best/fastest/whatever ...
I haven't done much with quality yet as it seems to be quite a complicated and arduous process to scale up, but I'm slowly learning. I only found out about this "space casino" because of this heated FFF discussion. My only input is: if it is demonstrably the best/fastest/whatever ...
- Fri Jun 12, 2026 1:53 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 388
- Views: 58783
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
All great sounding updates, can't wait.
Things I would love to see:
Change distance between planets from 0-15000 KM to 0.0-1.0 AU or something sensible. The diameter of Earth is about 13000 KM!
Let Storage Chest specify multiple filters, blacklist/whitelist, and option to trash unfiltered items ...
Things I would love to see:
Change distance between planets from 0-15000 KM to 0.0-1.0 AU or something sensible. The diameter of Earth is about 13000 KM!
Let Storage Chest specify multiple filters, blacklist/whitelist, and option to trash unfiltered items ...
- Mon Nov 11, 2024 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Cliffs destruction filter
- Replies: 6
- Views: 5079
Re: Cliffs destruction filter
Sorry, nevermind. My destruction planner had "tiles only" set.
- Mon Nov 11, 2024 2:35 pm
- Forum: Ideas and Suggestions
- Topic: Cliffs destruction filter
- Replies: 6
- Views: 5079
Re: Cliffs destruction filter
I think I'm missing something - I can't create a destruction planner for vulcanus cliffs. There is no icon for "Vulcanus Cliff", only "Cliff" - and such a planner will not let me mark vulcanus cliffs for destruction. How do I do it?
- Wed Oct 30, 2024 10:53 am
- Forum: Ideas and Suggestions
- Topic: [2.0.8 / space age] Send full cargo pods from space platform
- Replies: 32
- Views: 41378
Re: [2.0.8 / space age] Send full cargo pods from space platform
Game is working as intended, it just feels weird and, more importantly, visually noisy. So how about this for smoothing it over:
If a cargo pod is launching or has just launched within X ticks, just teleport newly ready items into the existing cargo pod and delay the next cargo pod by X ticks.
If a cargo pod is launching or has just launched within X ticks, just teleport newly ready items into the existing cargo pod and delay the next cargo pod by X ticks.