Search found 26 matches
- Tue Jan 20, 2026 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Train Condition - Cargo Not Full
- Replies: 11
- Views: 593
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: 593
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: 593
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: 593
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: 59373
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: 59373
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: 59373
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: 59373
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: 3573
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: 1066
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: 1066
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: 1066
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: 1066
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: 517
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: 517
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: 517
- Fri Nov 28, 2025 10:03 am
- Forum: Duplicates
- Topic: Unpowered beacons still count and reduce transmission efficiency
- Replies: 6
- Views: 517
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: 9556
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 ...
- Fri Nov 28, 2025 1:13 am
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 21
- Views: 3446
Re: Increase Accumulator Maximum Output Rate
Since the game has already introduced the objects known as supercapacitors, why don't we utilize them as ingredient for possible accumulator mk.2's?
Capacitors are known for fast charge/discharge rate, so it is reasonable to dramatically increase their charge/discharge rate, especially the latter ...
Capacitors are known for fast charge/discharge rate, so it is reasonable to dramatically increase their charge/discharge rate, especially the latter ...
- Thu Nov 27, 2025 12:22 am
- Forum: Ideas and Suggestions
- Topic: Diminishing returns based on module count instead of beacon count?
- Replies: 3
- Views: 448
Re: Diminishing returns based on module count instead of beacon count?
Offline beacons also behave wierdly. Normally, an unpowered machine will have no function at all. However, an unpowered beacon still reduces the transmission multiplier within its range, despite the fact that they don't work.