Search found 37 matches
- Wed Jul 16, 2025 6:32 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790310
Re: Simple Questions and Short Answers
Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore
in principle, no. but there is one exception: power poles. you can place a blueprint ...
- Thu Jul 10, 2025 10:34 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790310
Re: Simple Questions and Short Answers
Is there a way to place legendary fish in a pond and have them stay legendary? I have too many of them and kind of want a legendary koi pond...
No, all the fish you return to the water will lose their quality. See also this (refused) bug report :
Thanks for the report. The simple solution ...
- Sat Jun 07, 2025 10:31 am
- Forum: Gameplay Help
- Topic: Demolishers taking no damage
- Replies: 2
- Views: 606
Re: Demolishers taking no damage
They have a high resistance to explosive damage. Your should use regular, non explosive, cannon shells. And invest in physical projectile damage upgrades via research if you haven't already.
Good luck!
Good luck!
- Sun May 11, 2025 12:03 pm
- Forum: Ideas and Suggestions
- Topic: Turn-Off beacons
- Replies: 13
- Views: 1377
Re: Turn-Off beacons
Also, a power switch does not work on a space platform
- Fri Apr 11, 2025 8:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][2.0.44] Spidertrons can still move if they have no fuel
- Replies: 11
- Views: 2777
Re: [2.0.44] Spidertrons can still move if they have no fuel
IIRC you can also move trains without fuel -very slowly- since 2.0, so you're able to remotely ( and manually) drive a train out of the way or towards a refueling station. Maybe that behavior is extended to other vehicles as well?
- Fri Mar 14, 2025 7:52 pm
- Forum: Mods
- Topic: Mod Water As A Resource
- Replies: 4
- Views: 632
Re: Mod Water As A Resource
It looks like the mod author just started on porting it to 2.0: https://mods.factorio.com/mod/WaterAsAR ... a68efd6530
- Fri Feb 07, 2025 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Quality of Life: Ability to search a factory/planet for modules.
- Replies: 8
- Views: 738
Re: Quality of Life: Ability to search a factory/planet for modules.
Sorry if I'm being dense...
( NEW BUG : this UI is difficult to discover!)
...but I'm not getting the steips I need to bring up the UI in the picture.
Select the upgrade planner, open your inventory and drop it in there. You'll see a green rectangle, by right clicking it you can edit it. It'll ...
- Wed Jan 22, 2025 7:11 pm
- Forum: Gameplay Help
- Topic: Robots suddenly leave the main network
- Replies: 11
- Views: 1297
Re: Robots suddenly leave the main network
You could configure a request in one roboport for let's say 100 con bots (or logi bots), and pick them out of that robopurt using a filtered inserter that stores them in a chest
- Wed Jan 22, 2025 12:25 am
- Forum: Ideas and Suggestions
- Topic: Select current recipe when changing assembler recipe
- Replies: 14
- Views: 1608
Re: Select current recipe when changing assembler recipe
Yes please, would be so convenient
- Tue Jan 21, 2025 6:41 pm
- Forum: Gameplay Help
- Topic: Water pump problem
- Replies: 8
- Views: 782
Re: Water pump problem
Are you sure you aren't using a regular pump instead of an offshore pump?
One can only pump water out of the ocean with an offshore pump
One can only pump water out of the ocean with an offshore pump
- Fri Jan 17, 2025 8:52 am
- Forum: Gameplay Help
- Topic: Read alerts with combinators
- Replies: 3
- Views: 634
Re: Read alerts with combinators
You can take a look into this topic for ideas and blueprints, but as stated above, I'd rather upgrade power production
All the zero drain laser walls
All the zero drain laser walls
- Wed Jan 15, 2025 12:34 pm
- Forum: Gameplay Help
- Topic: In remote view, try to remove some inventory from the spidertron, no robor come to pick up
- Replies: 10
- Views: 1310
Re: 2.0.28 In remote view, try to remove some inventory from the spidertron, no robor come to pick up
You need construction bots to do that. All remote actions on inventory slots of vehicles, inserter, assembly machines,... are handled by construction bots.
- Sat Dec 28, 2024 9:44 am
- Forum: Gameplay Help
- Topic: reactor heating quickly(solved by self)
- Replies: 4
- Views: 597
Re: reactor heating quickly(solved by self)
Hi sprogofpunk
A reactor being destroyed e.g. by biters if above 900°C will explode and can trigger a chain reaction, but other than that it's no problem: they just max out at 1000°C.
It's highly inefficient though, your precious fuel cells are simply wasted.
You should look for a way to ...
A reactor being destroyed e.g. by biters if above 900°C will explode and can trigger a chain reaction, but other than that it's no problem: they just max out at 1000°C.
It's highly inefficient though, your precious fuel cells are simply wasted.
You should look for a way to ...
- Tue Dec 03, 2024 10:24 pm
- Forum: Ideas and Suggestions
- Topic: Better speed control for player with exoskeleton
- Replies: 5
- Views: 1133
Re: Better speed control for player with exoskeleton
Good idea. I think 95% of the time I disabled my exoskeleton would not have been necessary if it had acceleration built in
- Mon Dec 02, 2024 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 11106
Re: Gleba science pack research micronmanagement solution
Please, let the labs research other enqueued technologies if there are packs missing for the first one in the queue. Make it a priority queue instead of a waiting queue. For a game that's all about automation, forcing the user to micromanage the science queue seems really weird.
- Mon Dec 02, 2024 12:06 pm
- Forum: Gameplay Help
- Topic: Full Details for Map Generation Settings?
- Replies: 6
- Views: 1301
Re: Full Details for Map Generation Settings?
Evolution itself increases steadily, with 3 things contributing to the evolution increase: time (for every minute elapsed the evolution is increases a little bit), destroy (every destroyed nest increases evolution a little bit) and pollution (every pollution absorbed by a nest used to send an ...
- Tue Nov 12, 2024 11:44 am
- Forum: General discussion
- Topic: It takes too long to get to new Space Age content
- Replies: 28
- Views: 12299
Re: It takes too long to get to new Space Age content
I've been rushing to get off-planet and at 25h in I have a basic space platform, but I feel very nervous about heading out to Vulcanus.
I've been careful with pollution and have cleared a safe radius around my base, but it's unprotected.
It's a minimal base, I've only made RGB science, no GMY, no ...
I've been careful with pollution and have cleared a safe radius around my base, but it's unprotected.
It's a minimal base, I've only made RGB science, no GMY, no ...
- Fri Nov 08, 2024 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 41817
Re: Ability to craft lower quality with higher quality
Quality is essentially unusable at the point it is unlocked IMO.
In order to use it in any meaningful way, you need a way to collect increased quality plates as well as the intermediate products. Almost every single recipe requires plates of some kind, and it isn't possible to get them until you ...
- Tue Oct 29, 2024 7:16 am
- Forum: Ideas and Suggestions
- Topic: Please sync music in multiplayer
- Replies: 5
- Views: 794
Re: Please sync music in multiplayer
When I play with my nephew he sings a completely different tune from the one I'm hearing. It would be a small blessing if they were the same on both games, when possible. Thank you for being awesome!
Even if the music was synced, and the developers took the extra effort to compensate for the ...
- Sun Oct 27, 2024 10:07 am
- Forum: Technical Help
- Topic: Blueprint library wiped after upgrade von 1.1.110 to 2.0 Space Age
- Replies: 5
- Views: 1212
Re: Blueprint library wiped after upgrade von 1.1.110 to 2.0 Space Age
It isn't. Worked just fine for me