You could probably ship stuff through a space platform from several rocket silos to a landing pad. Better don't connect the source silo and the target landing pad through logistic network, if you want to avoid logistic bots to mess up with the route.
But you can only have a single landing pad on a ...
Search found 51 matches
- Mon Jan 13, 2025 8:26 pm
- Forum: Gameplay Help
- Topic: Intraplanetary rocket logistics
- Replies: 4
- Views: 512
- Mon Jan 13, 2025 7:48 pm
- Forum: Gameplay Help
- Topic: Nutrient spoiling in inserter hand
- Replies: 2
- Views: 395
Re: Nutrient spoiling in inserter hand
Very much the same, thanks for the pointer eugenekay!
- Mon Jan 13, 2025 7:38 pm
- Forum: Gameplay Help
- Topic: Nutrient spoiling in inserter hand
- Replies: 2
- Views: 395
Nutrient spoiling in inserter hand
Recently I'm seeing a lot of nutrient inserters getting stuck with spoilage in their hand. It didn't happen before, so I'm wondering if there could be a regression, possibly in 2.0.30.
It happened several times with my bioflux producers on Gleba, and with my oil crackers and rocket fuel producers on ...
It happened several times with my bioflux producers on Gleba, and with my oil crackers and rocket fuel producers on ...
- Wed Nov 20, 2024 5:31 pm
- Forum: Not a bug
- Topic: [2.0.20] Items getting quality in underground belt
- Replies: 3
- Views: 530
Re: [2.0.20] Items getting quality in underground belt
Gosh, I certainly put these modules there without realizing
Sorry for the (hopefully small) waste of your time, and thanks morsk and Rseding91!

Sorry for the (hopefully small) waste of your time, and thanks morsk and Rseding91!
- Wed Nov 20, 2024 4:58 pm
- Forum: Not a bug
- Topic: [2.0.20] Items getting quality in underground belt
- Replies: 3
- Views: 530
[2.0.20] Items getting quality in underground belt
I have an underground belt carrying green and red circuits passing under a quality-module-bearing quality-module-producing assembler.
The red circuits passing on that belt sometimes get quality increase.
This happens under the quality module level 1 assembler here:
20241121-003215.png
It seems ...
The red circuits passing on that belt sometimes get quality increase.
This happens under the quality module level 1 assembler here:
20241121-003215.png
It seems ...
- Sun Nov 17, 2024 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow Parallel Research
- Replies: 9
- Views: 1210
Re: Allow Parallel Research
I feel this sort of feature would be a tremendous enhancement to the game, specifically Space Age.
In my only run where I managed to produce agricultural (Gleba) science so far, getting it fresh to the labs was so hard that the need to micromanage science immediately arose, until I decided to let ...
In my only run where I managed to produce agricultural (Gleba) science so far, getting it fresh to the labs was so hard that the need to micromanage science immediately arose, until I decided to let ...
- Fri Nov 08, 2024 1:07 pm
- Forum: News
- Topic: Friday Facts #436 - Lost in Translation
- Replies: 81
- Views: 17122
Re: Friday Facts #436 - Lost in Translation
Not a localization topic, but related to search features, and one might argue vaguely related :
I use search on the map mostly to look at where resources are. It would be convenient to be able to highlight all resource patches at the same time rather than to have to go through "ore", "stone", "coal ...
I use search on the map mostly to look at where resources are. It would be convenient to be able to highlight all resource patches at the same time rather than to have to go through "ore", "stone", "coal ...
- Fri Aug 14, 2020 10:50 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 130523
Re: Friday Facts #360 - 1.0 is here!
FFF (the blog) can be followed with RSS, will you update it in case you have something special to say, on top of the email notice?
Well, and hearty thanks and congratulations for this wonderful game and adventure!
Well, and hearty thanks and congratulations for this wonderful game and adventure!
- Fri Mar 29, 2019 7:27 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 33037
Re: Friday Facts #288 - New remnants, More bugs
Make remnants a real object, with collision box.
That certainly makes an impact on gameplay, how big I don't know. Making it difficult to move through ruins makes sense. Making it slow for biters to move through freshly destroyed walls again makes sense. Being able to scavenge materials from ...
That certainly makes an impact on gameplay, how big I don't know. Making it difficult to move through ruins makes sense. Making it slow for biters to move through freshly destroyed walls again makes sense. Being able to scavenge materials from ...
- Fri Jul 31, 2015 6:57 pm
- Forum: News
- Topic: Friday Facts #97 - Greenlight preparations
- Replies: 46
- Views: 44939
Re: Friday Facts #97 - Greenlight preparations
The promo trailer, released about a year ago I think, was great, that's when I discovered and started to play Factorio.
Looking at it again now, I got curious about the music, that's so clearly Danny Elfman (the guy who made most of Tim Burton movies soundtracks)
Well, no, that's not him, so now I ...
Looking at it again now, I got curious about the music, that's so clearly Danny Elfman (the guy who made most of Tim Burton movies soundtracks)
Well, no, that's not him, so now I ...
- Mon Jul 20, 2015 4:13 pm
- Forum: General discussion
- Topic: 0.12 - Stone and concrete path 'mine a path'
- Replies: 7
- Views: 14400
Re: 0.12 - Stone and concrete path 'mine a path'
Very clear, thanks!
- Mon Jul 20, 2015 3:33 pm
- Forum: General discussion
- Topic: 0.12 - Stone and concrete path 'mine a path'
- Replies: 7
- Views: 14400
0.12 - Stone and concrete path 'mine a path'
The stone and concrete tooltips say that 'it can also be used to mine any kind of path'.
What does that mean?
What does that mean?
- Fri Apr 10, 2015 3:59 pm
- Forum: News
- Topic: Friday Facts #81 - Chain signals
- Replies: 43
- Views: 47082
Re: Friday Facts #81 Chain signals
I was thinking, there's a lot of mentions to TTD whenever train pathing and signals are the topic, have you guys looked into how Simutrans manages the train pathing?
I wouldn't know if there are significant differences between Simutrans and TTD in the implementation of train logic, but since the ...
I wouldn't know if there are significant differences between Simutrans and TTD in the implementation of train logic, but since the ...
- Fri Jan 09, 2015 7:01 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 45951
Re: Friday Facts #68 The trains
They're useful to prevent a train entering a critical section if it's not sure it can leave it.SuperSandro2000 wrote:What are pre-signals doing? some big signal network or so?
Without it, you can't have a two-track station that runs smoothly.
So, yay, pre-signals!
- Fri Dec 26, 2014 4:13 pm
- Forum: News
- Topic: Friday Facts #66 - Merry christmas
- Replies: 69
- Views: 52166
Re: Friday Facts #66 - Merry christmas
Well, 11.7 is the first time that the replay is working, at least for me, so I don't want to update until I finished the game I started with it :/
The new features for signal processing sound exciting !
Merry Christmas
The new features for signal processing sound exciting !
Merry Christmas

- Thu Sep 04, 2014 2:58 pm
- Forum: General discussion
- Topic: Factorio ripoff
- Replies: 22
- Views: 13668
Re: Factorio ripoff
Some consider Minecraft is a copy of Infiniminer (or at least that it started this way)
Zach, the guy who made Infiniminer (and also Spacechem, which is wonderful, and Kohctpyktop , which I recommend to puzzle lovers who are not afraid of adversity) said about that:
The act of borrowing ideas is ...
Zach, the guy who made Infiniminer (and also Spacechem, which is wonderful, and Kohctpyktop , which I recommend to puzzle lovers who are not afraid of adversity) said about that:
The act of borrowing ideas is ...
- Fri Aug 29, 2014 2:36 pm
- Forum: Gameplay Help
- Topic: Building useful Rail Networks
- Replies: 11
- Views: 7606
Re: Building useful Rail Networks
Doubleheaded trains vs small loops to turn around : both seem to work fairly well, it's mainly about the resource cost of the extra locomotive vs the resource and space cost of the loops? Or does the path-finding AI handle one option better than the other?
No. In my eyes a double headed train is ...
No. In my eyes a double headed train is ...
- Fri Aug 29, 2014 2:20 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 283194
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
Before you switch to 0.10.9, guys, someone *got* to do a prank with the item bomb!
- Fri Aug 29, 2014 2:14 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1128038
Re: Factorio Roadmap for 0.11 + 0.12
Do you plan the following updates at some point in the future?
- UI look (essentially make the gray windows nicer, but there are also a number of small features which could improve the experience)
- Graphs look (without vertical axis / scale, they are nice to look at, but miss a lot of usefulness ...
- UI look (essentially make the gray windows nicer, but there are also a number of small features which could improve the experience)
- Graphs look (without vertical axis / scale, they are nice to look at, but miss a lot of usefulness ...
- Fri Aug 15, 2014 3:36 pm
- Forum: Releases
- Topic: Version 0.10.7
- Replies: 12
- Views: 30191
Re: 0.10.7
Well, if you go to the path indicated ([user]\appdata\roaming\factorio\temp\currently-saving.zip), copy this file to the main save location and rename it, you get a working save.
Be careful if you try to save over a save too, as the original file will disappear.
Ooh, and please don't wait a week to ...
Be careful if you try to save over a save too, as the original file will disappear.
Ooh, and please don't wait a week to ...