Search found 460 matches
- Tue Jun 16, 2026 7:36 pm
- Forum: Gameplay Help
- Topic: Apply blueprint with removing extra objects.
- Replies: 12
- Views: 918
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: 662
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: 662
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: 662
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: 662
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- Forum: Outdated/Not implemented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: 440
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: 4
- Views: 825
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: 889
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: 889
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: 889
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: 673
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: 648
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: 648
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: 607
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: 650
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: 437
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: 1502
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: 32
- Views: 6841
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: Resolved Problems and Bugs
- Topic: [2.0.76] grouped productivity in the bonuses tab are ordered wrong
- Replies: 2
- Views: 330
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: 1502
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 ...