This was a false alarm due to my over-reading into that single/MP split in the users who could or couldn't confirm, I see now what I did wrong:
* When I tried both with and without the various gunner toggles enabled, I must have been clicking on ground tiles; I hadn't realized only an entity could ...
Search found 46 matches
- Mon Apr 13, 2026 6:23 pm
- Forum: Gameplay Help
- Topic: Vehicle weapons not manually fireable in remote drive in Single Player
- Replies: 3
- Views: 558
- Mon Apr 13, 2026 1:02 am
- Forum: Not a bug
- Topic: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage
- Replies: 5
- Views: 5885
Re: [Kovarex] [2.0.15] Spoiled priority of inserters based on time not percentage
The way it works is fine, but the tooltip should still be updated to say 'remaining spoil time' instead of 'spoiled percentage'.
- Sun Apr 12, 2026 10:15 pm
- Forum: Gameplay Help
- Topic: Vehicle weapons not manually fireable in remote drive in Single Player
- Replies: 3
- Views: 558
Vehicle weapons not manually fireable in remote drive in Single Player
The `shoot selected` (default: shift+space) control does not work while driving a vehicle in remote view, UNLESS the save is or has been a multiplayer save (distinguishable by the presence of a `Weapons control` toggle in the vehicle GUI - in single player, only the `Auto targeting` section exists ...
- Sat Apr 11, 2026 10:35 pm
- Forum: Ideas and Suggestions
- Topic: Parameter "Output of" variable
- Replies: 16
- Views: 5491
- Thu Mar 19, 2026 7:46 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Smallest possible Kovarex?
- Replies: 65
- Views: 7622
Re: Smallest possible Kovarex?

My take (note the yellow belt between splitters). Forget if the extra passthrough splitters were necessary or if I just wanted it to be able to buffer if the output backs up.
- Wed Jan 07, 2026 2:17 am
- Forum: Ideas and Suggestions
- Topic: Increase effect of mass on platform speed
- Replies: 10
- Views: 8970
Re: Increase effect of mass on platform speed
After thinking about and playing around with this, I would propose something like the following formula for speed (in km/s, mass in tons, thrust in MN):
max_speed = 500 + 200_000 / (mass + 200) # +200 avoids low-mass asymptotic speed silliness.
drag_efficiency = thrust / sqrt(thrust^2 + 5000*mass ...
max_speed = 500 + 200_000 / (mass + 200) # +200 avoids low-mass asymptotic speed silliness.
drag_efficiency = thrust / sqrt(thrust^2 + 5000*mass ...
- Wed Dec 03, 2025 8:05 am
- Forum: Not a bug
- Topic: [2.0.72] Cargo pods don't damage enemies
- Replies: 3
- Views: 561
Re: [2.0.72] Cargo pods don't damage enemies
It's common knowledge that hardly bears repeating, but for completeness, note that cargo pod drops can target more than just the starting area via placing then deconstructing the landing pad / cargo bays.
- Wed Dec 03, 2025 7:55 am
- Forum: Not a bug
- Topic: [2.0.72] Cargo pods don't damage enemies
- Replies: 3
- Views: 561
[2.0.72] Cargo pods don't damage enemies
Dropped cargo pods damage or kill any engineer caught underneath them.
However, if they land on top of enemies of any type, they do no damage.
It shocks me that such a game-breaking bug went unnoticed in one of the most obvious and intuitive methods for dealing with enemies.
Please rectify this ...
However, if they land on top of enemies of any type, they do no damage.
It shocks me that such a game-breaking bug went unnoticed in one of the most obvious and intuitive methods for dealing with enemies.
Please rectify this ...
- Sat Nov 08, 2025 10:46 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Factoriopedia lists damage effect on biter eggs
- Replies: 2
- Views: 984
[2.0.72] Factoriopedia lists damage effect on biter eggs
In Factoriopedia, biter eggs show the same damage effect as the biters they spoil into. As far as I know there's no way to take damage from the eggs themselves.
- Mon Oct 27, 2025 10:22 pm
- Forum: Ideas and Suggestions
- Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
- Replies: 36
- Views: 13193
Re: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
Relevant: viewtopic.php?t=131281 sounds like it solves the fluid side of this for 2.1.
- Mon Oct 27, 2025 10:21 pm
- Forum: Fixed for 2.1
- Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
- Replies: 3
- Views: 1284
Re: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
Note: It sounds like this solves the fluid case of viewtopic.php?t=118708
It'd be nice/consistent if solids got a similar change to stay in the ingredients slot for compatible recipes.
It'd be nice/consistent if solids got a similar change to stay in the ingredients slot for compatible recipes.
- Sat Sep 27, 2025 4:11 am
- Forum: Outdated/Not implemented
- Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
- Replies: 8
- Views: 1912
Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else
Some examples under their proposal, where A-target is the target station, A-duplicate is a non-target station of the same name, and B is a station with a different name.
train ==== A-duplicate <disconnect> A-target | TARGET FULL
train ==== B <disconnect> A-target | NO PATH
train <disconnect> A ...
train ==== A-duplicate <disconnect> A-target | TARGET FULL
train ==== B <disconnect> A-target | NO PATH
train <disconnect> A ...
- Sat Sep 27, 2025 4:00 am
- Forum: Outdated/Not implemented
- Topic: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists elsewher
- Replies: 8
- Views: 1912
Re: Don't show "no path" warnings when all stations on the local network are full, but the same name station exists else
I think their precise request is not "figure out whether that was the intended station via mind-reading", it's "do not show No Path if another station of the same name exists that IS reachable", which is unambiguous and seems completely feasible if performance weren't a concern.
Now, calculating ...
Now, calculating ...
- Fri Jun 20, 2025 10:18 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 83130
Re: Ban quality modules from asteroid crushers
This also gives more variety in how you get to high quality products. I already have to do upcycling a bunch of times, I don't see why that should have to be the solution in ALL cases. In return for having quality in crushers we get all this sweet extra complexity and interesting chains ...
- Tue Apr 08, 2025 7:26 am
- Forum: Ideas and Suggestions
- Topic: Behaviour of Set Recipe for quality fluid-only recipes
- Replies: 4
- Views: 1305
Re: Behaviour of Set Recipe for quality fluid-only recipes
https://forums.factorio.com/viewtopic.php?t=127596 was closed as Not A Bug, stating this is intended behavior. I suspect that thread is graveyarded and will not be seen again.
I'd like to motion to appeal that decision, because at the end of the day there are two different behaviors happening:
Case ...
I'd like to motion to appeal that decision, because at the end of the day there are two different behaviors happening:
Case ...
- Sat Mar 29, 2025 6:46 am
- Forum: Not a bug
- Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
- Replies: 5
- Views: 1460
Re: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
The use case is a make-anything mall that includes multiple machine types, BOTH foundry and assembler. I prefer the mall to use the Foundry when possible, due to the prod bonus. So, for example, the mall might try to set a regular gear recipe on the Foundry, see the recipe successfully get set (by ...
- Fri Mar 28, 2025 9:54 pm
- Forum: Not a bug
- Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
- Replies: 5
- Views: 1460
Re: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
> Circuit set-recipe will ignore quality for fluid-input-only recipes (as intended).
What are the upsides of this as intended behaviour? To my understanding, the game largely tries to treat different qualities as different items in most aspects (e.g., requests don't do any magic generalizations ...
What are the upsides of this as intended behaviour? To my understanding, the game largely tries to treat different qualities as different items in most aspects (e.g., requests don't do any magic generalizations ...
- Thu Mar 20, 2025 12:47 am
- Forum: Gameplay Help
- Topic: What are /m units in asteroid density?
- Replies: 6
- Views: 4639
Re: What are /m units in asteroid density?
Doesn't cover absolute units but code with rate scaling info from Rseding: https://old.reddit.com/r/factorio/comme ... ?context=2
- Wed Mar 19, 2025 5:57 am
- Forum: Not a bug
- Topic: [2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
- Replies: 5
- Views: 1460
[2.0.41] Set Recipe can set wrong recipe instead of no recipe in quality edge cases
Cross-posting https://forums.factorio.com/viewtopic.php?t=127371 as I think this might be considered a bug not a feature quirk.
TL;DR set_recipe(foundry, uncommon_iron_gear) -> common_iron_gear recipe gets set, instead of no recipe like for other impossible items.
I think that a machine setting a ...
TL;DR set_recipe(foundry, uncommon_iron_gear) -> common_iron_gear recipe gets set, instead of no recipe like for other impossible items.
I think that a machine setting a ...
- Fri Mar 14, 2025 5:12 am
- Forum: Ideas and Suggestions
- Topic: Behaviour of Set Recipe for quality fluid-only recipes
- Replies: 4
- Views: 1305
Re: Behaviour of Set Recipe for quality fluid-only recipes
Upon further reflection, failing to set even when quality modules are present is more consistent, because any intentional-gambling setup would already have to set machine recipes to one quality tier lower than what they're gambling for - so any machine setting a different tier than they send would ...