The lane splitter is a 1x1 entity which acts as a splitter, but between the individual lanes of a transport belt rather than between two belts. Engine support for it was added in 2.0 but, similar to loaders, they do not exist in the base game, more as functionality to be used by modders.
You can ...
Search found 37 matches
- Mon Aug 03, 2026 2:39 pm
- Forum: Modding discussion
- Topic: What is the lane-splitter item?
- Replies: 2
- Views: 210
- Thu Jul 30, 2026 8:27 am
- Forum: Ideas and Suggestions
- Topic: Could you add an FPS limiter?
- Replies: 1
- Views: 275
Re: Could you add an FPS limiter?
There's a console command to change the game's update speed - since FPS is linked to UPS this should have the same effect as an FPS limiter. Note the command will disable achievements for the save.
https://wiki.factorio.com/console#:~:te ... 0is%20half
https://wiki.factorio.com/console#:~:te ... 0is%20half
- Thu Feb 26, 2026 12:27 pm
- Forum: General discussion
- Topic: Is steel furnance used by anyone?
- Replies: 14
- Views: 4333
Re: Is steel furnance used by anyone?
I use steel furnaces in every save. In fact, with the release of space age, I normally transition straight from steel furnaces to foundries!
The reason I find them so handy is they're a great in-place upgrade to stone furnaces. I unlock them pretty early into green science, at which point I ...
The reason I find them so handy is they're a great in-place upgrade to stone furnaces. I unlock them pretty early into green science, at which point I ...
- Mon Feb 23, 2026 11:11 am
- Forum: Ideas and Suggestions
- Topic: Hide the pin on a vehicle while driving that vehicle
- Replies: 0
- Views: 541
Hide the pin on a vehicle while driving that vehicle
Pinning vehicles is a really useful feature, otherwise I would lose my car every time I jump out of it!
However, when driving a pinned vehicle around, the pin is constantly visible in the centre of the screen. This obscures what direction the vehicle is facing with the giant marker and gets in the ...
However, when driving a pinned vehicle around, the pin is constantly visible in the centre of the screen. This obscures what direction the vehicle is facing with the giant marker and gets in the ...
- Tue Feb 17, 2026 4:29 pm
- Forum: Gameplay Help
- Topic: Fulgora Starting Patch Size Bug?
- Replies: 3
- Views: 841
Re: Fulgora Starting Patch Size Bug?
Yep. This is expected.
There are three sizes of islands on Fulgora:
- Large, barren islands with plenty of building space but no scrap.
- Medium islands with a small amount of scrap for jump-starting a factory as well as a good amount of building space.
- Smaller vault islands with very dense ...
There are three sizes of islands on Fulgora:
- Large, barren islands with plenty of building space but no scrap.
- Medium islands with a small amount of scrap for jump-starting a factory as well as a good amount of building space.
- Smaller vault islands with very dense ...
- Tue Dec 23, 2025 3:39 pm
- Forum: Outdated/Not implemented
- Topic: [Space Age] Allow Cargo Bays to be accessible via inserters
- Replies: 5
- Views: 5881
Re: [Space Age] Allow Cargo Bays to be accessible via inserters
I can safely move this to Won't implement : Inserters not being able to interact with cargo bays is on purpose, to prevent item teleportation : one would only need a long line of cargo bays running across a space platform to remove any kind of logistic challenge, the items inserted on one side ...
- Fri Dec 19, 2025 10:15 am
- Forum: Not a bug
- Topic: 99% Tungsten
- Replies: 1
- Views: 523
- Thu Dec 18, 2025 9:44 am
- Forum: Gameplay Help
- Topic: Question & maybe sugestion | whitelist / blacklist inserters logic
- Replies: 1
- Views: 642
Re: Question & maybe sugestion | whitelist / blacklist inserters logic
For the first question, you can read logistic network contents by connecting a signal wire to a roboport. This can be connected to an inserter in "set filters" mode, though you'll probably want to select the signals you need using combinators first.
- Sat Dec 13, 2025 1:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.14] Bots jumping / snapping backwards on Aquilo
- Replies: 8
- Views: 4175
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
Any chance this issue gets assigned? The visual teleport is quite noticeable and occurs on all planets when enough robots are charging at the same time, not just on Aquilo.
If the naive prediction is just to project the position forward using speed and a number of ticks, it would only be a single ...
If the naive prediction is just to project the position forward using speed and a number of ticks, it would only be a single ...
- Fri Dec 12, 2025 12:57 pm
- Forum: Not a bug
- Topic: [2.0.72][Steam Deck] UI scale reset to 75% when entering editor mode
- Replies: 1
- Views: 735
[2.0.72][Steam Deck] UI scale reset to 75% when entering editor mode
When entering editor mode using the `/editor` command, the UI scale automatically sets to 75%. This change is not reflected in the settings UI, and cannot be changed until exiting editor mode.
I would expect the UI scale to remain the same when switching into the editor.
I've attached a ...
I would expect the UI scale to remain the same when switching into the editor.
I've attached a ...
- Fri Dec 12, 2025 12:52 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.72] Interface settings GUI not updating when changing UI scale with keyboard shortcuts
- Replies: 0
- Views: 612
[Klonan] [2.0.72] Interface settings GUI not updating when changing UI scale with keyboard shortcuts
When using keyboard shortcuts to change the UI scale whilst within the Interface Settings menu, the display current selected UI scale does not update. This causes the value to not accurately reflect the current UI scale setting, both the current scale (75%/100%/etc) and strategy (Manual/Automatic ...
- Fri Dec 12, 2025 12:46 pm
- Forum: Duplicates
- Topic: [2.0.72] Logistic robots rubber-banding when running out of charge
- Replies: 1
- Views: 521
[2.0.72] Logistic robots rubber-banding when running out of charge
I've observed logistic robots rubber-banding when running out of charge during a delivery. I would guess this is related to the smarter robot updating mentioned in fff 421 https://www.factorio.com/blog/post/fff-421 . When the robot appears to run out of charge, it teleports backwards a short ...
- Tue Nov 11, 2025 10:07 am
- Forum: Gameplay Help
- Topic: [SOLVED] Constant Combinators not showing values when in "Alt" mode
- Replies: 2
- Views: 897
Re: Constant Combinators not showing values when in "Alt" mode
There's an interface setting for showing combinator settings in alt mode. You likely have it turned off, which is the default.
- Sun Nov 09, 2025 1:50 pm
- Forum: Gameplay Help
- Topic: Parametric Signals - Is there a bug, or am I misunderstanding them?
- Replies: 25
- Views: 4056
Re: Parametric Signals - Is there a bug, or am I misunderstanding them?
Incidentally, why does it evaluate Coal(1) as equal to Iron(1) here?
This is because of how the circuit network works. The network isn't comparing Coal(1) and Iron(1) - it's comparing (1) and (1).
Maybe think about the signals as being labels for the number. The circuit looks up the value for ...
- Wed Sep 03, 2025 9:05 am
- Forum: General discussion
- Topic: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?
- Replies: 3
- Views: 5959
Re: I'm back and on a Steamdeck - anyone else on Steamdeck? Tips/Tricks/Observations?
I've played entirely on Steam Deck for nearly 3 years now. In my experience performance is never really a problem, I only started running into slowdown at about 30k SPM in a mid-tech Space Age megabase. However as you mention the controls can take some getting used to!
I was playing before the ...
I was playing before the ...
- Tue Sep 02, 2025 8:51 am
- Forum: Gameplay Help
- Topic: Silo not requesting from logistics network
- Replies: 4
- Views: 1257
Re: Silo not requesting from logistics network
Is your space platform hub full?
- Wed Aug 06, 2025 8:32 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 7935
Re: Theorycrafting: Maximum Possible SPM Without Bots
Cool analysis! The only factor I can spot that you're missing is rocket part ingredients import to Aquilo, but I doubt they'd make much of a difference at 300% productivity.
I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
- Fri Aug 01, 2025 10:33 am
- Forum: Modding help
- Topic: Editing a Logistic chest's requester filters with scripts
- Replies: 3
- Views: 910
Re: Editing a Logistic chest's requester filters with scripts
This got a bit harder with 2.0's logistic groups, due to having multiple logistic sections on the same entity.
You can get the logistic points of your chest entity with get_logistic_point https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point
Then create a new logistic ...
You can get the logistic points of your chest entity with get_logistic_point https://lua-api.factorio.com/latest/classes/LuaEntity.html#get_logistic_point
Then create a new logistic ...
- Mon Jul 07, 2025 10:01 am
- Forum: Ideas and Suggestions
- Topic: mass edit power pole connections with click and drag
- Replies: 3
- Views: 1165
Re: mass edit power pole connections with click and drag
Whilst this is not appropriate as a base game feature, I can see this being entirely doable by a mod.
- Tue Jul 01, 2025 10:32 am
- Forum: Gameplay Help
- Topic: Blueprint question
- Replies: 6
- Views: 2112
Re: Blueprint question
Press B, or click the icon in the top right of the screen, to enter the Blueprint Library.
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.
If you need to transfer blueprints across different ...
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.
If you need to transfer blueprints across different ...