I Like idea of bitters expansions are as big as hives BUT I believe there is some sort of clunkyness in evolution logic of itself
My small gripes with evolution is that "time" as an evolution factor is already included in "polution" and "bitters nest destroyed". Wuth changes to 2.1 I would like to ...
Search found 63 matches
- Fri Jun 26, 2026 11:33 am
- Forum: Balancing
- Topic: Experimental Biter expansion too strong
- Replies: 15
- Views: 1395
- Wed Jun 24, 2026 6:08 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Fix concrete recycling time and other inconsistancies.
- Replies: 7
- Views: 397
Re: [2.1] Fix concrete recycling time and other inconsistancies.
Disclaimer: Factorio is a game; realism for the sake of reality does not matter.
Have you ever TRIED to break up concrete in real life? It is a very hard, durable material that is resistant to most impacts, weathering, and lasts for decades without maintenance. Heavy hydraulic machinery ...
- Wed Jun 24, 2026 4:49 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Fix concrete recycling time and other inconsistancies.
- Replies: 7
- Views: 397
[2.1] Fix concrete recycling time and other inconsistancies.
TL;DR
Concrete recycling should take 1/10th of time it currently takes
What?
Some of Factorio items, such as: Concretre, Refined Concrete, Biter eggs, Nuclear fuel cells are produced in bunches of 10. (and copper wire/iron sticks 2 per craft)
Recycling time of those items should be calculated ...
Concrete recycling should take 1/10th of time it currently takes
What?
Some of Factorio items, such as: Concretre, Refined Concrete, Biter eggs, Nuclear fuel cells are produced in bunches of 10. (and copper wire/iron sticks 2 per craft)
Recycling time of those items should be calculated ...
- Wed Jun 24, 2026 2:58 pm
- Forum: Gameplay Help
- Topic: How to gain Lazy Bastard achievement?
- Replies: 6
- Views: 335
Re: How to gain Lazy Bastard achievement?
you can disable handcrafting by removing in hotkeys or disabling ability to craft in /permissions
- Wed Jun 24, 2026 2:54 pm
- Forum: Not a bug
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 16
- Views: 6478
Re: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
We discussed this during 2.1 development and decided that it works as intended.
So than you 100% should made that discussion result public and EXPLAIN why you not considering this as a bug
"we decided that is not a bug" is memable way of solving bugs in development "just call it a feature"
It ...
- Wed Jun 24, 2026 12:56 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Allow high quality ingredients for low quality items
- Replies: 4
- Views: 303
Re: [2.1] Allow high quality ingredients for low quality items
You can use quality items for crafting. And accidentally losing your rare iron gears to the common engine factory sounds like its own kind of error prone. Though I agree this idea would make everything way easier. Which is why I don't like it.
Right now you can't do this and those "rare gears ...
- Tue Jun 23, 2026 7:21 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Allow high quality ingredients for low quality items
- Replies: 4
- Views: 303
[2.1] Allow high quality ingredients for low quality items
TL;DR
Example: Assembler set to "produce uncommon gears" will take uncommon, rare, epic, and legendary iron plates and treat them as uncommon.
To prevent quality from clogging base allow to use hight quality items as input for low quality items change ingredients from "quality of ingredients ...
Example: Assembler set to "produce uncommon gears" will take uncommon, rare, epic, and legendary iron plates and treat them as uncommon.
To prevent quality from clogging base allow to use hight quality items as input for low quality items change ingredients from "quality of ingredients ...
- Tue Jun 23, 2026 6:56 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Super force building over pipes should place underground pipes
- Replies: 4
- Views: 817
Re: [2.1] Super force building over pipes should place underground pipes
2.1 Experimental Bump
- Tue Jun 23, 2026 6:56 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Blueprints should have option like "force empty space"
- Replies: 7
- Views: 1468
Re: [2.1] Blueprints should have option like "force empty space"
2.1 Experimental Bump
- Tue Jun 23, 2026 6:55 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Mods oranizer. Presets, Groups, Favorite and Default
- Replies: 2
- Views: 435
Re: Mods oranizer. Presets, Groups, Favorite and Default
2.1 Experimental Bump
- Tue Jun 23, 2026 6:52 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Logistic Chests should have Logistic Network connection
- Replies: 12
- Views: 1909
Re: Logistic Chests should have Logistic Network connection
Bump after 2.1 experimental release.
- Tue Jun 23, 2026 4:36 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 184
- Views: 75565
Re: Version 2.1.7
Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.
I hate this change. In my opinion, it caused too much collateral damage just to fix a minor issue.
One collateral damage it caused is that it's no longer possible to use dynamic ...
- Tue Jun 23, 2026 1:15 pm
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 1
- Views: 407
Concrete should take 10 times less times to recycle or give back refined concrete loop
It just stupid that recycling look at times required to produce 10 blocks of concrete and calculate time to recycle based on this whole recipie instead of 1/100th of it
- Tue Jun 23, 2026 12:47 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 184
- Views: 75565
Re: Version 2.1.7
So you unreasonably nerfed concrete recycling (It should really take 1/10th of time it took now)
And have not added quality mixing
It is impressive how developers doesn't want to make Quality fun to work with.
Like really whole quality is now just "ignore mechanics exist untill you get to ...
And have not added quality mixing
It is impressive how developers doesn't want to make Quality fun to work with.
Like really whole quality is now just "ignore mechanics exist untill you get to ...
- Fri Jun 19, 2026 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Make circuit connection behavior configurable per wire
- Replies: 71
- Views: 20250
Re: Make circuit connection behavior configurable per wire
Recipe and content should be configured per wire or made recepie negative and content positive
- Fri Jun 19, 2026 11:29 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Logistic Chests should have Logistic Network connection
- Replies: 12
- Views: 1909
Re: Logistic Chests should have Logistic Network connection
BUMP after FFF-443 I see this still somewhy not implemented for Requestor chests. Please fix
- Wed Jun 17, 2026 4:11 pm
- Forum: Mod portal Discussion
- Topic: Internal name is inconsistently (not?) case sensitive
- Replies: 5
- Views: 447
Re: Internal name is inconsistently (not?) case sensitive
But mod portal should absolutely also became non-case-sensetive or get some redirection function to remove confusion like this
- Wed Jun 17, 2026 9:07 am
- Forum: Ideas and Suggestions
- Topic: Open-source the Factorio game engine
- Replies: 7
- Views: 800
Re: Open-source the Factorio game engine
As far as I know for example EA released their CnC source code without assets
- Tue Jun 16, 2026 2:26 pm
- Forum: Ideas and Suggestions
- Topic: Tutorial level 3 and 4 should be improved or reworked for 2.1
- Replies: 0
- Views: 153
Tutorial level 3 and 4 should be improved or reworked for 2.1
Just last week I have replayed Factoio Tutorial with my friends who are new to this game.
Problem (scenario 3 and 4) :
You can't see pollution on map and bitters are VERY aggressive. especially on map 3 where bitters start attacks as soon as player automate Miner+Boiler. Frequency of attacks break ...
Problem (scenario 3 and 4) :
You can't see pollution on map and bitters are VERY aggressive. especially on map 3 where bitters start attacks as soon as player automate Miner+Boiler. Frequency of attacks break ...
- Sun Jun 14, 2026 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Made Click to move as accessibility option (Not as mod)
- Replies: 0
- Views: 122
Made Click to move as accessibility option (Not as mod)
Right now Factorio could be played with mostly mouse, with few rebind for things like clearing selection, rotation/flipping and configurable hotbar panel. Except moving around require to use second hand/not use mouse
I know there is mods that are allow doing so, but that is the catch, that is a mod ...
I know there is mods that are allow doing so, but that is the catch, that is a mod ...