Rseding91 wrote: Mon Jul 14, 2025 8:16 pmPutting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.
Search found 42 matches
- Mon Oct 13, 2025 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 9402
Re: Keeping fish alive / placing fish in water
There is also this thread: with the following quote:
- Sun Oct 12, 2025 11:33 pm
- Forum: Ideas and Suggestions
- Topic: production statistics - link production and consumption
- Replies: 1
- Views: 146
production statistics - link production and consumption
TL;DR
Linked production and consumption statistics, for easier comparison
What?
Could we please have an option to link and compare the production statistics with the consumption statistics? More specific, I would like to suggest:
using the same scale in the production and consumption graph ...
Linked production and consumption statistics, for easier comparison
What?
Could we please have an option to link and compare the production statistics with the consumption statistics? More specific, I would like to suggest:
using the same scale in the production and consumption graph ...
- Wed Oct 01, 2025 10:01 am
- Forum: Railway Setups
- Topic: my balanced train unloader
- Replies: 7
- Views: 39222
Re: my balanced train unloader
I guess you have a different number of locomotives on your trains? You can probably get it working by removing the rails from the blueprint so you can align te unloader correctly
- Wed Sep 17, 2025 9:01 am
- Forum: Gameplay Help
- Topic: A bug with achievements
- Replies: 2
- Views: 625
Re: A bug with achievements
That achievement keeps track of all circuits produced across all your saves, so it's probably from an earlier playtrough
- Thu Sep 11, 2025 8:46 am
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 858
Re: Coal Liquefaction
it's hard to see, and it might be an artefact caused by zooming, but could that be a blue belt in between green belts?
- Wed Jul 16, 2025 6:32 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2033
- Views: 858934
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: 2033
- Views: 858934
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: 1038
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: 1753
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: 3240
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: 1083
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: 1021
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: 1674
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: 2091
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: 987
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: 768
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: 1711
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: 737
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: 1464
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: 13266
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.