Search found 449 matches
- Mon May 11, 2026 3:36 pm
- Forum: Gameplay Help
- Topic: SE/K2: Bring intermediaries back to Nauvis?
- Replies: 3
- Views: 228
Re: SE/K2: Bring intermediaries back to Nauvis?
There's some interesting logistics bottlenecks like ingots that are so much more efficient to ship than plates that it complicates things, but once you start getting the really cheap logistics options the savings from beaconed productivity setups go wild.
- Mon May 11, 2026 8:22 am
- Forum: Gameplay Help
- Topic: SE/K2: Bring intermediaries back to Nauvis?
- Replies: 3
- Views: 228
Re: SE/K2: Bring intermediaries back to Nauvis?
I think the unsatisfying answer for SE is almost always "depends on your tech levels"
- Mon May 11, 2026 8:14 am
- Forum: Outdated/Not implemented
- Topic: Filter options for ore miners
- Replies: 6
- Views: 308
Re: Filter options for ore miners
Sounds like a fun mod idea. Turn off resource patch restrictions and put biter drills in wall choke points. Outputs spoilage.boskid wrote: Mon May 11, 2026 7:37 am if there would be some stray characters nearby or biters they should be also grinded and output onto belts
- Sat May 09, 2026 4:59 pm
- Forum: Gameplay Help
- Topic: Ho to properly calculate needs for inserters?
- Replies: 5
- Views: 295
Re: Ho to properly calculate needs for inserters?
Try this wiki page:
https://wiki.factorio.com/Inserters
It has a ton of data and tables that you can use to get all the information you need for every inserter at every research level and every quality.
https://wiki.factorio.com/inserters#Inserter_throughput Specifically this subheading. OP ...
- Fri May 08, 2026 4:00 pm
- Forum: Ideas and Suggestions
- Topic: Add a delay to the alert about running out of ammunition in the turrets
- Replies: 2
- Views: 308
Re: Add a delay to the alert about running out of ammunition in the turrets
Differing quality of ammunition can't be stacked, so it will indeed run out of ammunition while the switch happens because the inserter can't start work until the turret is empty.
- Thu May 07, 2026 4:48 pm
- Forum: Ideas and Suggestions
- Topic: Quality Lightning Collectors are a scam
- Replies: 12
- Views: 1068
Re: Quality Lightning Collectors are a scam
I started a more in depth reply on break points, but realized I don't have enough info on how lightning works beyond "about one strike per chunk per 600 ticks". A lot of it comes down to the probability distribution and timing of strikes and other than averages I haven't found much to work with.
My ...
My ...
- Thu May 07, 2026 3:08 pm
- Forum: General discussion
- Topic: The price of the game is way to high
- Replies: 16
- Views: 3181
Re: The price of the game is way to high
I cannot remember the last time i paid anywhere close to $90 for a computer game, its just out of touch.
With microtransactions the expected lifetime value of a customer is much higher than $90CAD. Heck, a lot of them get more than Factorio out of their players the first time they swipe ...
- Wed May 06, 2026 4:25 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] grouped productivity in the bonuses tab are ordered wrong
- Replies: 2
- Views: 198
Re: [2.0.76] grouped productivity in the bonuses tab are ordered wrong
Looks like a classic "sorting alphabetically instead of numerically when able"
- Mon May 04, 2026 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Quality Lightning Collectors are a scam
- Replies: 12
- Views: 1068
Re: Quality Lightning Collectors are a scam
What shall i say?
Probably start with what the graph is? 😅
The catch is that you have more electricity storage capacity with standard collectors, so when the night is over you're running from the stored energy in your collectors for a longer time.
Any collector runs dry on its own in at ...
- Mon May 04, 2026 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Quality Lightning Collectors are a scam
- Replies: 12
- Views: 1068
Re: Quality Lightning Collectors are a scam
and because even legendary accumulators are slow to charge, a lot of power is lost if that happens.
This doesn't really have anything to do with the quality of the collectors tho? The number of strikes your grid can absorb per second is mostly forced by your accumulator input.
Legendary ...
- Tue Apr 28, 2026 2:36 am
- Forum: Ideas and Suggestions
- Topic: Adding new liquid for processing (Uranium)
- Replies: 4
- Views: 610
Re: Adding new liquid for processing (Uranium)
Instead of liquifying it at the mine for some % better packing fraction why not just centrifuge it at the mine for 20x better packing?
- Wed Apr 22, 2026 7:58 pm
- Forum: Minor issues
- Topic: [2.0.76] Pump filter has plasma as option
- Replies: 2
- Views: 456
Re: [2.0.76] Pump filter has plasma as option
I think the potential for confusion is if someone tries connecting fusion machinery directly to a pump.Rseding91 wrote: Wed Apr 22, 2026 4:01 pm Simply: the fusion reactor won't connect its fluid inputs/outputs to pipes.
- Mon Apr 20, 2026 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Fix early Gleba noob traps (assembler mashing, bacteria from mash)
- Replies: 5
- Views: 636
Re: Fix early Gleba noob traps (assembler mashing, bacteria from mash)
Say a Stomper stomps your biochambers and biochamber production. Fruit processing by assemblers lets you reboot Gleba remotely if your landing pad and a few construction bots survive without having to visit in person.
- Mon Apr 13, 2026 10:19 pm
- Forum: Outdated/Not implemented
- Topic: Tailslayer
- Replies: 8
- Views: 1026
Re: Tailslayer
No, I don't know what this is about. If you were serious you wouldn't post link to YT promotional video to catch likes, but explain it instead, to avoid posts like mine.
It's not my video...? It's also decently large tech news among people interested in hardware, intended mostly as a joke to ...
- Mon Apr 13, 2026 9:16 pm
- Forum: Outdated/Not implemented
- Topic: Tailslayer
- Replies: 8
- Views: 1026
Re: Tailslayer
TL;DR: he wrote obscure C++ library to speed up memory operations. Probably vibe coded, no idea as I did not watch the video. Library is here:
https://github.com/LaurieWired/tailslayer
@Tailslayer where are benchmark results you did before and after? What speed gain are we talking about?
I ...
- Sun Apr 12, 2026 5:48 pm
- Forum: Outdated/Not implemented
- Topic: Tailslayer
- Replies: 8
- Views: 1026
Re: Tailslayer
Totally understandable
- Sun Apr 12, 2026 5:29 pm
- Forum: Outdated/Not implemented
- Topic: Tailslayer
- Replies: 8
- Views: 1026
Tailslayer
TL;DR
Implement tailslayer for RAM reads (all? hottest?) to lower average read latency and address the most common megabase hardware limitation
What?
Avoid waiting for DRAM refresh with clever software tricks.
https://www.youtube.com/watch?v=KKbgulTp3FE
Why?
Bigger, more performant ...
Implement tailslayer for RAM reads (all? hottest?) to lower average read latency and address the most common megabase hardware limitation
What?
Avoid waiting for DRAM refresh with clever software tricks.
https://www.youtube.com/watch?v=KKbgulTp3FE
Why?
Bigger, more performant ...
- Sun Apr 12, 2026 1:58 pm
- Forum: Ideas and Suggestions
- Topic: Option to allow long trains to work reliably with roundabouts
- Replies: 7
- Views: 944
Re: Option to allow long trains to work reliably with roundabouts
You are right that this change does not eliminate all possibilities for collisions in self-intersecting paths, especially when a train path crosses itself at (e.g.) a right angle, since in that case there are no segments (which are delimited by intersections, signals, and stops) in common between ...
- Sat Apr 11, 2026 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Option to allow long trains to work reliably with roundabouts
- Replies: 7
- Views: 944
Re: Option to allow long trains to work reliably with roundabouts
Could you explain why the cost adjustment I suggested won't work?
The one you suggested, a penalty at pathing time, only applies to the train's initial position and doesn't actually eliminate self intersection, even in all the examples you gave (the 270 degree turn). It also would result in ...
- Sat Apr 11, 2026 5:43 am
- Forum: Ideas and Suggestions
- Topic: Option to allow long trains to work reliably with roundabouts
- Replies: 7
- Views: 944
Re: Option to allow long trains to work reliably with roundabouts
A minimal example of a self-deadlocking setup if the "never pass red signal" rule is applied, that is avoided with current logic. The train in this example is short enough that it will not self-collide, but the proposed pathing logic would deadlock it anyway.