What I mean by that is when you use z, you typically want it to drop the item only to a specific place, e.g. only on ground, only in turrets, only on belt, only in assemblers (maybe with specific recipe).
My recommendation is when you first press z and hold, it checks what it dropped to on press ...
Search found 17 matches
- Fri Feb 28, 2025 1:44 am
- Forum: Ideas and Suggestions
- Topic: Drop item (z) being context dependent
- Replies: 0
- Views: 89
- Thu Feb 27, 2025 5:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] Combinator bottom part of panel sometimes incorrect values
- Replies: 2
- Views: 262
Re: [2.0.28] Combinator bottom part of panel sometimes incorrect values
I think this was now fixed in 2.0.37
- Sat Feb 15, 2025 6:42 am
- Forum: Ideas and Suggestions
- Topic: Inserter UPS improvement on moving belt while target full
- Replies: 0
- Views: 137
Inserter UPS improvement on moving belt while target full
In short, inserters will remain active and have a UPS cost when the belt they can take from is moving with items on it, even when their targets are full. If the belt isn't moving they become inactive, but the inactivity should happen anyway if the target is full.
In practice this is even more of an ...
In practice this is even more of an ...
- Thu Feb 13, 2025 4:02 am
- Forum: Show your Creations
- Topic: Comprehensive quality guide, get everything legendary (incl. free blueprints)
- Replies: 2
- Views: 15465
Re: Comprehensive quality guide, get everything legendary (incl. free blueprints)
Seems that most people interact on reddit Hey, thanks for posting this here! I guess I'm old, using the good ol' forums instead of reddit, especially after they closed down the previously-open platform ^^'
Just finished watching part 2 and while it's so far relatively slow-paced, it confirms a ...
- Wed Feb 12, 2025 1:55 am
- Forum: Ideas and Suggestions
- Topic: Change ammonia rocket fuel recipe fluid inputs
- Replies: 5
- Views: 426
Re: Change ammonia rocket fuel recipe fluid inputs
Fun fact, IIRC on the new fluid system, a single fluid port on any crafting machine can do a maximum of 6k fluid/second of throughput. So unless you're hitting that number consistently, per fluid input, it's not super relevant.
That being said - the new cryo plants have a whopping 8 module slots ...
- Tue Feb 11, 2025 5:27 am
- Forum: Ideas and Suggestions
- Topic: Change ammonia rocket fuel recipe fluid inputs
- Replies: 5
- Views: 426
- Tue Jan 28, 2025 4:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.33] Spoiled items into rocket silo cannot be removed automatically
- Replies: 2
- Views: 1703
[2.0.33] Spoiled items into rocket silo cannot be removed automatically
This can be replicated if you use a stack inserter and place e.g. 15 nutrients in its hand, then when they spoil they will be placed in the 'rocket part' output of the crafting (see picture below). The rocket silo can keep crafting rocket parts, so the rocket parts is not an issue, however as you ...
- Mon Jan 13, 2025 6:51 pm
- Forum: Duplicates
- Topic: [2.0.30] Cargo pods optimization issue when "unfulfillable" requests > 1
- Replies: 1
- Views: 383
[2.0.30] Cargo pods optimization issue when "unfulfillable" requests > 1
This is a follow-up from a twitch stream where Raiguard was made aware of the issue, but I think I've explored it further to find out exactly what the issue is.
Basically when you have a cargo landing pad on a planet and a number of space platforms in orbit, you can separate the requests the cargo ...
Basically when you have a cargo landing pad on a planet and a number of space platforms in orbit, you can separate the requests the cargo ...
- Mon Dec 30, 2024 10:30 pm
- Forum: Pending
- Topic: [2.0.26] Crash in editor mode
- Replies: 4
- Views: 424
Re: [2.0.26] Crash in editor mode
I think I got the same error again. Again in the editor, while alt+tabbed/afk.
However this time I'm not sure when it crashed. The last autosave was over 12 hours before I realized the game crashed (I left it running while sleeping). But I didn't go to sleep till 2-3 hours after the last autosave ...
However this time I'm not sure when it crashed. The last autosave was over 12 hours before I realized the game crashed (I left it running while sleeping). But I didn't go to sleep till 2-3 hours after the last autosave ...
- Mon Dec 23, 2024 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] Combinator bottom part of panel sometimes incorrect values
- Replies: 2
- Views: 262
[2.0.28] Combinator bottom part of panel sometimes incorrect values
The bottom panel of a decider combinator showing the input and output signals sometimes gets stuck showing signal values that are not up to date (up to tick? :D)
I have attached a file save and I have short youtube video showing an example
No mods, besides space age + quality + elevated rail ...
I have attached a file save and I have short youtube video showing an example
No mods, besides space age + quality + elevated rail ...
- Thu Dec 19, 2024 6:44 pm
- Forum: Show your Creations
- Topic: Comprehensive quality guide, get everything legendary (incl. free blueprints)
- Replies: 2
- Views: 15465
Comprehensive quality guide, get everything legendary (incl. free blueprints)
NOTE: I will not keep updating this post. Seems that most people interact on reddit, so if you want any updates to the post (there have been a number of updates to the blueprints and a few extra videos), check out the reddit thread instead:
https://www.reddit.com/r/factorio/comments/1hhzpbb ...
https://www.reddit.com/r/factorio/comments/1hhzpbb ...
- Wed Dec 18, 2024 1:32 am
- Forum: Pending
- Topic: [2.0.26] Crash in editor mode
- Replies: 4
- Views: 424
Re: [2.0.26] Crash in editor mode
It hasn't happened again so far. I've had the game open since I posted. However since I wasn't doing anything when it crashed, I wouldn't know what to replicate lol. It's not like its happening to me all the time and its annoying, I just posted cause it may be useful for bugfixing 

- Tue Dec 17, 2024 7:44 pm
- Forum: Pending
- Topic: [2.0.26] Crash in editor mode
- Replies: 4
- Views: 424
[2.0.26] Crash in editor mode
I wasn't doing anything, I was alt+tabbed for quite a few minutes.
Just running default space age mods (rail + quality), no other mods.
Attached log (updated 21:37) and last autosave (updated 21:33), so game crashed ~4 minutes after the autosave.
I'm 90% sure since the autosave I was alt+tabbed the ...
Just running default space age mods (rail + quality), no other mods.
Attached log (updated 21:37) and last autosave (updated 21:33), so game crashed ~4 minutes after the autosave.
I'm 90% sure since the autosave I was alt+tabbed the ...
- Thu Dec 05, 2024 1:43 pm
- Forum: Not a bug
- Topic: [2.0.23] Cannot set pentapod recipe to biochamber via circuit network
- Replies: 2
- Views: 243
Re: [2.0.23] Cannot set pentapod recipe to biochamber via circuit network
you are right, the editor tricked me 

- Thu Dec 05, 2024 1:30 pm
- Forum: Not a bug
- Topic: [2.0.23] Cannot set pentapod recipe to biochamber via circuit network
- Replies: 2
- Views: 243
[2.0.23] Cannot set pentapod recipe to biochamber via circuit network
What the title says

- Sun Nov 03, 2024 12:22 am
- Forum: Bug Reports
- Topic: [kovarex] [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)
- Replies: 3
- Views: 480
Re: [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)
Tried again and it didn't crash this time, so, not sure how one could replicate it unfortunately.
- Sat Nov 02, 2024 10:26 pm
- Forum: Bug Reports
- Topic: [kovarex] [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)
- Replies: 3
- Views: 480
[kovarex] [2.0.14] Crash, tried to use signal wildcard at "*wildcard_symbol station is full" (PickStopGui::confirm)
I'm trying to automate trains as much as possible.
Lets use in this example that I'm trying to move around Steel.
I was trying to add conditions for leaving a station when they attempt to go to stations called:
*Wagon*Pickup
Specifically, that their conditions for leaving are either when they have ...
Lets use in this example that I'm trying to move around Steel.
I was trying to add conditions for leaving a station when they attempt to go to stations called:
*Wagon*Pickup
Specifically, that their conditions for leaving are either when they have ...