Right now Vulcanus landing feels a bit too artificial as player landed on only one spot where there is no worms.
It would be nice to change in such a way that first dropped cargo or player that land on surface "luckily" landed on head of small demolisher. And also make drop pod deals enough damage ...
Search found 103 matches
- Mon Aug 10, 2026 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Vulcanus Landing on head of demolisher
- Replies: 2
- Views: 174
- Mon Jul 20, 2026 11:39 pm
- Forum: Releases
- Topic: Version 2.1.11
- Replies: 12
- Views: 10733
Re: Version 2.1.11
Changes
Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. (https://forums.factorio.com/134309)
You can't make everyone happy of course, so maybe I just need to accept I'm in the minority here, but I liked the 2.1.7 logic. It ...
- Mon Jul 20, 2026 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Keybind to auto-request temporary items to personal inventory
- Replies: 18
- Views: 1298
Re: Keybind to auto-request temporary items to personal inventory
+1 it not reasonable to ever automate production of for example cargo landing pad, vehicle, tank and orher one-off items unless you setup whole recycling loop to get legendary shotgun
- Wed Jul 15, 2026 11:36 pm
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
1. What you are requesting would probably not work. You need to separate the input signals even with a wildcard.
Setting a recipe is a different thing from disabling a machine. The machine would still receive the signal for the other crafts. And using the randomize function of the selector ...
- Wed Jul 15, 2026 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
- Wed Jul 15, 2026 3:41 pm
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
Try this instead: (I think you changed to experimental, so I used the 2.1.11 version, if this does not work for you let me know and I will downgrade)
0eNqtVe2uojAUfJf+LhtF0SvJ7osY0xQ4aiO03H7oGsO772lB/GJdvXvDD ...
- Wed Jul 15, 2026 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
I want to specifically see the rest of your setup.
All inserters, all chests, all combinators.
And I thought a blueprint is easier than 10 screenshots.
Also:
Maybe check out the latest experimental branch. Separate input/output wires might be interesting to you.
1. Experimental branch has no ...
- Wed Jul 15, 2026 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
Please post a full blueprint of what a machine with its combinators would look like, if your idea was added to the game.
Use some other signal in place of your wildcard.
Why I need to design full combinator circuits for you to understand what is wildcard if it will not work anyway because there ...
- Wed Jul 15, 2026 9:16 am
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
How repast of parametrised blueprint will help to solve case with automated recepie change?
Thank you for explaining your application better. I did not understand from your previous posts that you intended to use this feature while setting the recipe using the circuit network.
So you have ...
- Wed Jul 15, 2026 8:48 am
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
Trains have wildcard symbols "fuel" "cargo" etc.worph wrote: Wed Jul 15, 2026 2:56 am I think you need to tell us more about your idea. I am completely confused about what it is you want.
Same thing should be for assembler "Current crafting"
I dont understand what you could not understand
- Wed Jul 15, 2026 2:00 am
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
If I understand your use case correctly, this may be satisfied perfectly in 2.1.10 by using the brand new "recipe product" blueprint parameter.
A wildcard like what is being suggested would be strictly better than a blueprint parameter, because it would allow you to change the recipe later ...
- Wed Jul 15, 2026 1:58 am
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Re: Add wildcard "current crafting" for assemblers
If you are changing recipes manually on a regular basis, you are doing something wrong.
(bootstrapping a new surface is the only exception, but that only happens a limited amount of times)
I am all for QOL features, but I cannot see how this would be useful to someone that understands circuit ...
- Mon Jul 13, 2026 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Add wildcard "current crafting" for assemblers
- Replies: 20
- Views: 1162
Add wildcard "current crafting" for assemblers
07-13-2026, 18-49-40.png
Subject. I have a lot of assemblers that I setup for crafting limited amount of items in chest/logical network and it would be very nice to have simple wildcard similar to haw trains have that will look at current crafting recipe. And most imports it will not require ...
Subject. I have a lot of assemblers that I setup for crafting limited amount of items in chest/logical network and it would be very nice to have simple wildcard similar to haw trains have that will look at current crafting recipe. And most imports it will not require ...
- Sun Jul 12, 2026 10:41 am
- Forum: Ideas and Suggestions
- Topic: Option to hide quality indicator on chests
- Replies: 2
- Views: 366
- Sat Jul 11, 2026 8:22 am
- Forum: Implemented Suggestions
- Topic: In space, "connect to logistic network" should read the Hub
- Replies: 10
- Views: 2281
Re: In space, "connect to logistic network" should read the Hub
Found this request so I can +1 it
- Sat Jul 11, 2026 2:03 am
- Forum: Balancing
- Topic: Change night vision goggles to 1x1
- Replies: 5
- Views: 1699
Re: Change night vision goggles to 1x1
+1
2x2 night vission goggles are QoL in same way as case without handle
Something you would like to use but there is no justification to do so because "this could have been roboport"
2x2 night vission goggles are QoL in same way as case without handle
Something you would like to use but there is no justification to do so because "this could have been roboport"
- Thu Jul 09, 2026 4:09 pm
- Forum: Ideas and Suggestions
- Topic: Pins should be sharable in multyplayer
- Replies: 0
- Views: 135
Pins should be sharable in multyplayer
Subject.
When playing in multiplayer it is quite annoying that I can only ping or place tag on map, but can't make Pin of location and share it with other person.
When playing in multiplayer it is quite annoying that I can only ping or place tag on map, but can't make Pin of location and share it with other person.
- Thu Jul 09, 2026 1:03 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 30
- Views: 9990
Re: Increase Accumulator Maximum Output Rate
I would +1 this because in my opinion accumulators should be better at charge/discharge than steam.
Accumulators should be good pair to Lasers and Roboports as both have very high spikes. But right not if you going for lasers/mass roboports you better by just making more steam for them and keeping ...
Accumulators should be good pair to Lasers and Roboports as both have very high spikes. But right not if you going for lasers/mass roboports you better by just making more steam for them and keeping ...
- Tue Jul 07, 2026 8:59 am
- Forum: Ideas and Suggestions
- Topic: Mixed quality crafting
- Replies: 9
- Views: 930
Re: Mixed quality crafting
viewtopic.php?t=134154
I believe this idea would be much simplier for realisation
I believe this idea would be much simplier for realisation
- Tue Jul 07, 2026 8:57 am
- Forum: Ideas and Suggestions
- Topic: Pasting could appropriately cancel deconstruction
- Replies: 4
- Views: 333