Search found 28 matches
- Wed May 20, 2026 9:38 am
- Forum: Balancing
- Topic: Decrease centrifuge stack size
- Replies: 12
- Views: 2016
Re: Decrease centrifuge stack size
I don't think this is really necessary. Because unlike ammo or many intermediate material, they are not transported a lot, nor do they need a large buffer. The impact on game balance woule be rather limited, but this would just cause a frustrating side effect. When the stack size is reduced and ...
- Wed May 20, 2026 9:07 am
- Forum: Balancing
- Topic: Decrease centrifuge stack size
- Replies: 12
- Views: 2016
Re: Decrease centrifuge stack size
I don't think this is really necessary. Because unlike ammo or many intermediate material, they are not transported a lot, nor do they need a large buffer. The impact on game balance woule be rather limited, but this would just cause a frustrating side effect. When the stack size is reduced and ...
- Tue Jan 20, 2026 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 1453
Re: Train Condition - Cargo Not Full
What if you flip the script? Have the train constantly go to mines, then interrupt triggers when cargo is full and send it to unloading. Thanks for the explanation, I will not hijack your thread anymore.
This will probably not work, because you don't always need to unload goods, i.e. sometimes ...
- Tue Jan 20, 2026 12:19 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 1453
Re: Train Condition - Cargo Not Full
I have such a timeout, and the train will leave with partial cargo, and it will be unloaded along with all the other trains. There's no issue with a partially filled train showing up at unload once every few days. Or is there?
Yes, there is. (And actually, this is a serious issue.) Because the ...
- Tue Jan 20, 2026 9:47 am
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 1453
Re: Train Condition - Cargo Not Full
Basically, I also want such feature. My intended application is that when a mine is almost depleted, the last load would probably not be full. Thus, after a timeout, I can detect and fill the partially full cargo.
Can't you use inactivity to make the train depart with the last partial load ...
- Tue Jan 20, 2026 7:23 am
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 1453
Re: Train Condition - Cargo Not Full
Just curious, what were you building? You want an interrupt to trigger when the train is partially full? Would that not trigger most of the time, i.e. as soon as one item was removed from a full train or one item was added to an empty train?
Basically, I also want such feature. My intended ...
- Fri Jan 09, 2026 9:14 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 68172
Re: Defence economy balance
as long as you keep the egg rafts outside of the spore cloud.
First, ignoring hatched eggs, if you can keep egg rafts outside of spore cloud (or spawners outside of pollution cloud on nauvis), no defense is required, which is not only limited to flame throwers but ALL types of turrets, and then ...
- Fri Jan 09, 2026 9:39 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 68172
Re: Defence economy balance
extremely ineffective on gleba
.
Flamethrowers are actually incredible on Gleba, much better than rocket turrets, you have to use a lot of them, but they're very cheap to build and fuel, difficulty of provisioning oil is exaggerated, before you can make it in-situ rocket in some coal or ...
- Thu Jan 08, 2026 5:26 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 68172
Re: Defence economy balance
extremely ineffective on gleba
.
Flamethrowers are actually incredible on Gleba, much better than rocket turrets, you have to use a lot of them, but they're very cheap to build and fuel, difficulty of provisioning oil is exaggerated, before you can make it in-situ rocket in some coal or heavy ...
- Thu Jan 08, 2026 3:07 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 68172
Re: Defence economy balance
I do beleve flame throwers are completely fine, as they are the specialized solution for nauvis. It is completely useless on vulcanus and extremely ineffective on gleba due to the difficulty to gain oil there. If a nerf must be applied, they should be add the ability to burn other liquid fuels that ...
- Mon Dec 29, 2025 3:09 am
- Forum: Ideas and Suggestions
- Topic: Add more decimal places in assembler tooltip
- Replies: 16
- Views: 5188
Re: Add more decimal places in assembler tooltip
Yes, this is rather confusing, especially when using the processing uranium recipe. Usually it simply shows 0.00 u235 per second, making NO sense at all.
Perhaps allow us to set it to a per minute basis, so the result is big enough to be presented correctly.
Perhaps allow us to set it to a per minute basis, so the result is big enough to be presented correctly.
- Thu Dec 04, 2025 2:29 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 2589
Re: Combinators should not affected by freeze
I admit I don't get the point. I don't see a compelling reason for a balancing change. This would be for the whole player base, not just you alone. I am obsessed with circuits, all of my factories including the Aquilo base are heavily depending on circuits. There are numerous combinators ...
- Thu Dec 04, 2025 11:33 am
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 2589
Re: Combinators should not affected by freeze
- Put all combinators in the same "group" next to the same heating tower or (unfueled) nuclear reactor so that they always thaw together.
This is a good suggestion. I'll take it. Thank you.
Your suggestions help identify (possible) freezing events and thus prevent them, but when one ...
- Wed Dec 03, 2025 4:13 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 2589
Re: Combinators should not affected by freeze
The combinators freeze and thus fail in a unpredictable order, thus makes the signal system's behavior totally unpredictable. What's more, when such failure is spotted by the player and they try to add more heat supply, they also unfreeze in a random order, still causing great trouble.
You ...
- Wed Dec 03, 2025 1:56 pm
- Forum: Balancing
- Topic: Combinators should not affected by freeze
- Replies: 8
- Views: 2589
Combinators should not affected by freeze
Currently, combinators consume power, and are affected by freeze. However, a recent change have been made illustrated in https://forums.factorio.com/viewtopic.php?t=131390 , increasing their power consumption and thus improve signal system stability. Regarding this, I think they should be immune to ...
- Fri Nov 28, 2025 12:21 pm
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 822
Re: Unpowered beacons still count and reduce transmission efficiency
You can make a suggestion for this to be changed: https://forums.factorio.com/viewforum.php?f=6
Oh, I have already posted one after a topic there proposing this. However, after some consideration, I decide this is issue is more an oversight than an intended game design, so I posted here. (The ...
- Fri Nov 28, 2025 11:57 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 822
Re: Unpowered beacons still count and reduce transmission efficiency
Not the same thing. I specially pointed out I've seen the posts, and that is about beacons without modules. However, I emphasized my post is about UNPOWERED beacons, i.e. beacons unconnected to a power grid regardless of installed modules.
If you read the topic I linked you see that the ...
- Fri Nov 28, 2025 11:29 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 822
- Fri Nov 28, 2025 10:03 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 822
Unpowered beacons still count and reduce transmission efficiency
ε±εΉζͺεΎ 2025-11-28 173506.png
Unpowered beacons still count towards the total amount of beacons and reduce transmission efficiency, as seen in this screenshot.
I've seen posts about "empty beacons count", and related bug reports are classified as "not a bug". However, this time is about UNPOWERED ...
Unpowered beacons still count towards the total amount of beacons and reduce transmission efficiency, as seen in this screenshot.
I've seen posts about "empty beacons count", and related bug reports are classified as "not a bug". However, this time is about UNPOWERED ...
- Fri Nov 28, 2025 8:25 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 20
- Views: 12812
Re: productivity exploit +100%
well at least there was at least one cycle before it's happen, but this was pretty much useless before except for speedrun, but now being able to craft unlimited legendary module is quite strong.
This case sounds interesting, could you show me which machine can get above 100% productivity ...