Currently, biter eggs -> nutrients doesn't accept quality modules.
- Allowing them doesn't seem to risk any infinite loops nor eliminate Bioflux-dependency.
- Allowing them increases options for fish quality-ladder builds (steadily working up to and then maintaining each tier, as opposed to simple ...
Search found 53 matches
- Sun Aug 09, 2026 7:19 am
- Forum: Ideas and Suggestions
- Topic: Allow quality modules in biter egg nutrients recipe
- Replies: 0
- Views: 1344
- Mon Aug 03, 2026 8:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine
- Replies: 3
- Views: 765
- Mon Aug 03, 2026 12:19 am
- Forum: Ideas and Suggestions
- Topic: planet selection on logistic request groups
- Replies: 7
- Views: 707
Re: planet selection on logistic request groups
+100
1. A LOT of players simply group logistic groups by export / import location in the first place.
2. The most common use case for platform-to-platform requests (the first example in fff-441 !), buffer platforms, now require duplicating every single planet export logistic group and manually ...
1. A LOT of players simply group logistic groups by export / import location in the first place.
2. The most common use case for platform-to-platform requests (the first example in fff-441 !), buffer platforms, now require duplicating every single planet export logistic group and manually ...
- Sun Aug 02, 2026 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Parameter "Output of" variable
- Replies: 21
- Views: 7108
Re: Parameter "Output of" variable
Implemented in 2.1.10.
I'll note that it would be nice if it were possible to have a build-time selectable 'ingredient of' parameter, such that when the user places the blueprint, they are offered a choice from among the recipe's ingredients and the BP handles their selected ingredient differently ...
I'll note that it would be nice if it were possible to have a build-time selectable 'ingredient of' parameter, such that when the user places the blueprint, they are offered a choice from among the recipe's ingredients and the BP handles their selected ingredient differently ...
- Wed Jul 29, 2026 5:03 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine
- Replies: 3
- Views: 765
Re: [2.1.12] inserter stuck w/ Target Full for non-full machine
It reproduced after letting the same request loop keep churning, this save is paused 10-15 seconds before the same bottom-left inserter gets stuck in the same manner (drive link this time since save is large): https://drive.google.com/file/d/1iPfykq4M45IejrjYwsC_she1xiziw4Ws/view?usp=sharing
Looks ...
Looks ...
- Wed Jul 29, 2026 4:07 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine
- Replies: 3
- Views: 765
[boskid][2.1.12] Inserter stuck w/ Target Full for non-full machine
1. What did you do?
[Guessing the events/order here based on end state and knowledge of my circuitry]
0. Be in sandbox mode (hope this doesn't matter).
1. Smart stack INserter, presumably with (whitelist) pipe filter + stack size 2, picks up 2 pipes, to feed Set-Recipe Engine Unit assembler.
2 ...
[Guessing the events/order here based on end state and knowledge of my circuitry]
0. Be in sandbox mode (hope this doesn't matter).
1. Smart stack INserter, presumably with (whitelist) pipe filter + stack size 2, picks up 2 pipes, to feed Set-Recipe Engine Unit assembler.
2 ...
- Tue Jun 30, 2026 11:21 pm
- Forum: Ideas and Suggestions
- Topic: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
- Replies: 40
- Views: 15669
Re: Don't trash shared ingredients on recipe change / Improve 'Set Recipe' throughput
Since this was reasonably popular I'm going to bump it, would be great if some form of this could make it into 2.1 experimental.
- 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: 814
Re: Vehicle weapons not manually fireable in remote drive in Single Player
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 ...
* 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 ...
- 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: 6202
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: 814
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: 21
- Views: 7108
- Thu Mar 19, 2026 7:46 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Smallest possible Kovarex?
- Replies: 76
- Views: 13276
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: 11
- Views: 11143
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: 724
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: 724
[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: Resolved Problems and Bugs
- Topic: [2.0.72] Factoriopedia lists damage effect on biter eggs
- Replies: 2
- Views: 1340
[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: 40
- Views: 15669
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: Resolved Problems and Bugs
- Topic: [raiguard][2.0.69] Fluids get voided, even when switching to compatible recipe
- Replies: 3
- Views: 2039
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: 2331
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: 2331
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 ...