Search found 465 matches
- Thu Aug 06, 2026 7:39 pm
- Forum: Balancing
- Topic: 2.1.14 get rushed by 30 biters at 21 min ingame
- Replies: 2
- Views: 477
Re: 2.1.14 get rushed by 30 biters at 21 min ingame
I've had this pre 2.0. As you get better and build faster you pollute more earlier and start seeing more aggressive biters than when you were slower.
- Tue Jul 21, 2026 5:05 am
- Forum: Releases
- Topic: Version 2.1.11
- Replies: 12
- Views: 10721
Re: Version 2.1.11
Forcing us to use pumps to actually bring fluid where it should be, rather than pipes being some magic "Things just show up where they need to" machine felt like a great design for a game that is fundamentally about solving engineering problems.
Generally I'd agree with you, but it's such a ...
- Thu Jul 09, 2026 7:02 am
- Forum: General discussion
- Topic: Should the research progress bar make a comeback?
- Replies: 13
- Views: 1641
Re: Should the research progress bar make a comeback?
but isn't this the case for all buildings?
No. On machines that actually produce a product, an extra set of products is produced when the bonus productivity bar fills to 100%. The productivity progress bar on labs doesn't work that way. Lab productivity bonus is applied continuously, not ...
- Thu Jul 09, 2026 6:38 am
- Forum: General discussion
- Topic: Should the research progress bar make a comeback?
- Replies: 13
- Views: 1641
Re: Should the research progress bar make a comeback?
If I understood previous dev posts about the productivity bonus bar on labs, it is/was purely cosmetic.
- Thu Jul 02, 2026 3:36 pm
- Forum: General discussion
- Topic: Rocket Silos: A requester chest for your requester chest.
- Replies: 3
- Views: 839
Re: Rocket Silos: A requester chest for your requester chest.
Since 2.0 you can put ghosts in inventories while in remote view that will be satisfied exactly by construction robots.olek9000 wrote: Thu Jul 02, 2026 2:43 pm But if you are on a different planet - welcome another requester chest,
- Tue Jun 16, 2026 7:36 pm
- Forum: Gameplay Help
- Topic: Apply blueprint with removing extra objects.
- Replies: 12
- Views: 1444
Re: Apply blueprint with removing extra objects.
It also sounds like these bases were built without upgradability in mind. Larger separation of concerns and modularization of areas would facilitate this piecemeal approach to upgrades a lot more easily. Then you would be looking at rebuilding individual modules rather than rebuilding a whole ...
- Sat Jun 13, 2026 3:45 pm
- Forum: Ideas and Suggestions
- Topic: Regarding the issue of cargo landing pad logistics throughput.
- Replies: 10
- Views: 911
Re: Regarding the issue of cargo landing pad logistics throughput.
Your space research center can only reach about 70k at most, and that's your limit.
You can build more than one
If I use only belts and inserters, the maximum is around 70k
Something about your math isn't mathing. Legendary stack inserters do 120 items per second in chest to chest ...
- Sat Jun 13, 2026 1:30 am
- Forum: Ideas and Suggestions
- Topic: Regarding the issue of cargo landing pad logistics throughput.
- Replies: 10
- Views: 911
Re: Regarding the issue of cargo landing pad logistics throughput.
Ok, sure, if you hyper-optimize it,
Even the setup you posted can support 24k raw spm before productivity and biolab bonuses. And you can still add bots on top of that. Or if you really really don't want to use bots nothing is stopping you from putting unlimited numbers of regular labs on space ...
- Fri Jun 12, 2026 3:03 pm
- Forum: Ideas and Suggestions
- Topic: Regarding the issue of cargo landing pad logistics throughput.
- Replies: 10
- Views: 911
Re: Regarding the issue of cargo landing pad logistics throughput.
To give the short version I've done a half dozen times before, inserters alone let you sustain 36k raw spm. Iirc your physical hardware will bottleneck before the landing pad does.
- Fri Jun 12, 2026 9:58 am
- Forum: Ideas and Suggestions
- Topic: Regarding the issue of cargo landing pad logistics throughput.
- Replies: 10
- Views: 911
Re: Regarding the issue of cargo landing pad logistics throughput.
Even without using bots, you can get 50% more throughput by going from pad -> chest -> two belts (add extra chest->chest steps for more space)
- Thu Jun 11, 2026 1:35 am
- Forum: Outdated/Not implemented
- Topic: Add additional "buffer" slot in labs
- Replies: 5
- Views: 637
Re: Add additional "buffer" slot in labs
This discussion and others show how in nearly every case, it's better to use productivity modules.
However, if you have dedicated "quality science" assemblers that use leftover quality materials from your base, I guess another solution could be just having separate labs for each quality.
For ...
- Wed Jun 10, 2026 8:26 pm
- Forum: General discussion
- Topic: Energy shields on tank or spidertron are bad.
- Replies: 12
- Views: 2698
Re: Energy shields on tank or spidertron are bad.
Yep. Ever since discovering this I usually just don't bother putting more than one shield module for rocks on tanks. Better to use the space and power for exoskeletons to get hit less. Or for lasers/robots.
- Wed Jun 10, 2026 8:22 pm
- Forum: Ideas and Suggestions
- Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
- Replies: 10
- Views: 1214
Re: Quality Flamethrower Turrets Aren't Actually An Upgrade
I'm not understanding how this setup works, then.
It's abuse of the enemy AI. If they can path to a turret they prefer doing that over attacking walls, so they enter the fatal funnel to approach the flamethrower turret. While doing so the flamethrower turret coats the whole corridor in fire ...
- Wed Jun 10, 2026 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
- Replies: 10
- Views: 1214
Re: Quality Flamethrower Turrets Aren't Actually An Upgrade
Because with the setup I described, they usually hit absolutely nothing.macdjord wrote: Tue Jun 09, 2026 8:27 pm But why? You want the biters attacking your walls, because walls have lots of HP and are cheap to replace if they die.
- Tue Jun 09, 2026 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
- Replies: 10
- Views: 1214
Re: Quality Flamethrower Turrets Aren't Actually An Upgrade
Higher HP obviously means the turret will last longer while under attack. With gun and laser turrets, this can be very useful,
There are strategies that involve sticking flamethrower turrets in a narrow pocket but in front of the wall to encourage the biters to ignore the walls. This is usually ...
- Thu May 28, 2026 8:58 pm
- Forum: Not a bug
- Topic: [2.0.76] Flipping certain inserter-belt configurations does not result in a true flip
- Replies: 8
- Views: 861
Re: [2.0.76] Flipping certain inserter-belt configurations does not result in a true flip
I'm quite aware of how it works. And the way it works causes some setups to break when flipped . This is fundamentally not expected behavior - ergo, a bug.
Don't change the chirality of setups that rely on chirality. There's no way to do what you want without breaking other things or adding ...
- Mon May 11, 2026 3:36 pm
- Forum: Gameplay Help
- Topic: SE/K2: Bring intermediaries back to Nauvis?
- Replies: 3
- Views: 847
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: 847
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: 819
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: 899
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 ...