This interaction has been reported a number of times in the past, for context: viewtopic.php?t=122179
I maintain that the right solution is to support both behaviors, whether through an additional checkbox, a special value that can be entered, etc.
Search found 61 matches
- Wed Sep 03, 2025 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Update tooltip of Trash Unreqested
- Replies: 1
- Views: 69
- Mon Sep 01, 2025 8:39 pm
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 1591
Re: Add an infinite technology to increase Cargo Landing Pad limit
You still ignore that chests can give maximum throughput.
Um... no they can't. Unloading the landing pad into chests only allows you to have two inserters on each chest, which means the throughput is ultimately still constrained by the inserter unloading from the chest onto the belt. It is ...
- Mon Aug 18, 2025 6:54 pm
- Forum: General discussion
- Topic: Do you bother with slower belts after unlocking and producing faster ones?
- Replies: 8
- Views: 723
Re: Do you bother with slower belts after unlocking and producing faster ones?
Pre-space, yes. Red and blue belts are significantly more expensive than yellow, and if you use them for everything you will be dumping a significant portion of your factory's iron for no reason.
After Vulcanus, using green belts for everything is totally fine. A single lava pump and a couple ...
After Vulcanus, using green belts for everything is totally fine. A single lava pump and a couple ...
- Mon Aug 18, 2025 6:50 pm
- Forum: Ideas and Suggestions
- Topic: Add an infinite technology to increase Cargo Landing Pad limit
- Replies: 21
- Views: 1591
Re: Add an infinite technology to increase Cargo Landing Pad limit
I don't think it is, but there are alternatives (you don't need to use biolabs).
It is. Using tanks, cargo wagons, rocket silos, etc. as containers is obviously not aligned with their intended functions and is textbook degenerate gameplay. I don't have a problem if people want to do it, but it ...
- Sun Apr 20, 2025 11:16 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 237
- Views: 77703
Re: Version 2.0.45
In the past, there was always the rule of no biter/fight related achievement when you turn the peace mode on, as it basically doesn't make any sense. What kind of achievement is it to play without laser turrets for example, when no attack comes at all, as you have peaceful mode.
In the meantime ...
In the meantime ...
- Fri Dec 13, 2024 6:55 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Deleting a logistic group should clear all the requests for that logistic group
- Replies: 3
- Views: 526
Re: [Suggestion] Deleting a logistic group should clear all the requests for that logistic group
I can think of scenarios where you would want to leave the orphaned requests in place, so I think you have to provide that flexibility
- Fri Dec 13, 2024 6:39 pm
- Forum: Ideas and Suggestions
- Topic: Silo throughput should increase with quality
- Replies: 7
- Views: 1418
Re: Silo throughput should increase with quality
The suggestions given absolutely should not be implemented. If an epic silo surrounded by a full ring of epic speed 3 beacons still doesn't have maxed throughput, the base speed of the silo would be so slow it would be practically unusable at the point it's actually unlocked.
Just have higher ...
Just have higher ...
- Fri Dec 13, 2024 6:25 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion] Deleting a logistic group should clear all the requests for that logistic group
- Replies: 3
- Views: 526
Re: [Suggestion] Deleting a logistic group should clear all the requests for that logistic group
I don't think I agree with this. Currently you can accomplish what you're describing by manually deleting all the requests in the group before deleting the group itself, whereas with your suggestion there would be no way to delete the group but leave the requests in place on things that were using it.
- Thu Dec 12, 2024 8:04 pm
- Forum: General discussion
- Topic: Quality Gating is flawed
- Replies: 60
- Views: 17776
Re: Quality Gating is flawed
How about having trains become only available way after Aquilo just the same? Yes, you could beat the game without bots and trains. One can war glass shards instead of diamonds. One can live with Q4 all the way.
Why not unlock elevated rails right when trains are unlocked? Why not have all the ...
Why not unlock elevated rails right when trains are unlocked? Why not have all the ...
- Thu Dec 12, 2024 6:47 pm
- Forum: General discussion
- Topic: Howto Megabase with Space Age ... Ideas?
- Replies: 6
- Views: 7877
Re: Howto Megabase with Space Age ... Ideas?
My "Thought problem" is: As a software engineer i encourage data encapsulation. When i adopt my old pattern, i would produce the old 6 sciences on nauvis. white i need to import. I can only have one import point on any planet. The other 4/5 also needs to be imported. This feels like breaking my ...
- Thu Dec 12, 2024 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 45818
Re: Ability to craft lower quality with higher quality
[Moderated by Koub : Off topic]
- Thu Dec 12, 2024 8:10 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 45818
Re: Ability to craft lower quality with higher quality
As I said in my initial post, I didn't need to scale AT ALL in space age. I upgraded my steel furnaces to uncommon and my inserters to stack and that covered me for the whole game. In 1.0 I needed to "add additional furnace stacks", which was a logistics problem - more stuff to move around. In ...
- Wed Dec 11, 2024 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Large Power Poles on Water
- Replies: 12
- Views: 2114
Re: Large Power Poles on Water
I think you misunderstand, I mean alongside the ability to place elevated rails on the Fulgora oceans, allow power poles to do the same thing as part of the same research. Makes sense with the nature of what is already unlocked.
It doesn't though. Currently, placing power poles on Fulgora's ...
It doesn't though. Currently, placing power poles on Fulgora's ...
- Wed Dec 11, 2024 7:55 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 173
- Views: 45818
Re: Ability to craft lower quality with higher quality
The post victory screen in 1.0 was fun, but in space age it's pure vanity.
There's literally no difference. The post-game in 1.0 was all about making the big number go up. The post-game in SA is also about making the big number go up. SA actually does this way better than the base game ...
There's literally no difference. The post-game in 1.0 was all about making the big number go up. The post-game in SA is also about making the big number go up. SA actually does this way better than the base game ...
- Wed Dec 11, 2024 5:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 17795
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
The only answer we got from the devs was that they did not want to change the behavior. I guess they are talking about how demolishers destroy rocks and cliffs when they pass by, but devs could at least disable particles without affecting that.
If there isn't radar coverage and there aren't any ...
- Wed Dec 11, 2024 4:26 am
- Forum: Ideas and Suggestions
- Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
- Replies: 34
- Views: 7368
Re: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
On a related note, this bug fix destroyed the throughput for switching recipes with fluid outputs. You can't quickly pump out the output fluids anymore because of this, and instead have to wait for them to slowly drain on their own.
Maybe I'm misunderstanding what's happening, but I'm 99% sure ...
- Wed Dec 11, 2024 4:21 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
- Replies: 36
- Views: 17795
Re: [Rseding91] [2.0.15] Demolishers take a disproportionate amount of cpu time
I feel like a relatively simple solve for this is that demolishers are only updated if there's a player-built structure in their territory or part of their territory has active radar coverage.
- Mon Dec 09, 2024 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 7710
Re: [Space Age] Auto Request missing construction materials should prioritise foundation
Lets say you need 1000 foundations, some solar panels and some laser turrets. If you launch 100 foundations, 50 panels+laser turrets, your defenses are probably up. If you strictly prio foundations, it takes 20 launches of foundations before any panels or lasers are up. That is a significant delay ...
- Wed Dec 04, 2024 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Personal roboports should assign jobs based on proximity, or personal construction area should be configurable
- Replies: 0
- Views: 300
Personal roboports should assign jobs based on proximity, or personal construction area should be configurable
Bots in personal roboports are currently extremely inefficient due to the pseudorandom way jobs are assigned. It doesn't matter for a static roboport, but with a personal roboport the player could move themself throughout the build to optimize bot travel time if jobs were assigned by proximity ...
- Fri Nov 22, 2024 7:58 pm
- Forum: Ideas and Suggestions
- Topic: Please add remote view for blueprint editing
- Replies: 8
- Views: 1353
Re: Please add remote view for blueprint editing
I would love some kind of in-game editor now that remote view is a thing. I've always found Factorio to have a big problem with incentivizing the player to close their game and open a sandbox save any time they want to design something new, which doesn't work in multiplayer and is a poor play ...