Search found 53 matches
- Wed Jul 15, 2026 7:59 am
- Forum: General discussion
- Topic: Biter expansion changes and it's implications
- Replies: 9
- Views: 2253
Re: Biter expansion changes and it's implications
Hello!
I've been playing 2.1 since it came out and i saw and experienced the changes to biter expansion sizes and personally found them incredibly overtuned and it made me think about what this change is meant to accomplish or imply. I mainly was thinking about this because 2.1 specifically ...
- Wed Jul 15, 2026 7:49 am
- Forum: General discussion
- Topic: Energy shields on tank or spidertron are bad.
- Replies: 12
- Views: 2696
Re: Energy shields on tank or spidertron are bad.
Shields not benefitting from resistances of tank or spidertron certainly sounds like a bug!
- Wed Jul 15, 2026 7:21 am
- Forum: Gameplay Help
- Topic: Miners Not Filling Out Belt Fully
- Replies: 3
- Views: 770
Miners Not Filling Out Belt Fully
Hey guys,
I wanted to test some min-maxing. I wanted to build the minimum quantity of miners needed for filling out a belt fully, so I went to an online factorio calculator and wanted to see how many electric miners do I need to fully fill out a blue belt (without any productivity bonues). Turns ...
I wanted to test some min-maxing. I wanted to build the minimum quantity of miners needed for filling out a belt fully, so I went to an online factorio calculator and wanted to see how many electric miners do I need to fully fill out a blue belt (without any productivity bonues). Turns ...
- Sat Jun 20, 2026 8:11 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 36752
Re: Friday Facts #443 - More Planet Deliveries
Is it just me or doesn't it look like Unloading Bay is actually taking up 3x5, instead of 4x5?
- Fri Jun 19, 2026 4:50 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 36752
Re: Friday Facts #443 - More Planet Deliveries
Great to see all of the love Factorio is getting.
One thing I've noticed is that with new assembler graphics it's harder to distinguish between L1 and L3 assembler, when looking at the last animated gif of the FFF article, as there's less assembler signature color and more shared color like, gray ...
One thing I've noticed is that with new assembler graphics it's harder to distinguish between L1 and L3 assembler, when looking at the last animated gif of the FFF article, as there's less assembler signature color and more shared color like, gray ...
- Thu Jan 22, 2026 5:01 pm
- Forum: Ideas and Suggestions
- Topic: Display Radar Coverage and Locations in Remote View
- Replies: 6
- Views: 1529
Re: Display Radar Coverage and Locations in Remote View
You see it in the minimap, yes, but not on the actual map in the remote view.
There was a similar issue with roboports where you couldn't see their range when placing ghosts, but that was changed in the meantime in a patch.
There was a similar issue with roboports where you couldn't see their range when placing ghosts, but that was changed in the meantime in a patch.
- Thu Jan 22, 2026 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Display Radar Coverage and Locations in Remote View
- Replies: 6
- Views: 1529
Re: Display Radar Coverage and Locations in Remote View
Thanks, but this doesn't apply when it's night and radars are powered by solar panels, unfortunately. In this case, areas go dark for up to ~2 minutes on Gleba.
Second, you don't see radar coverage when placing ghosts in remote view in any case.
Second, you don't see radar coverage when placing ghosts in remote view in any case.
- Thu Jan 22, 2026 11:56 am
- Forum: Ideas and Suggestions
- Topic: Display Radar Coverage and Locations in Remote View
- Replies: 6
- Views: 1529
Display Radar Coverage and Locations in Remote View
TL;DR
Display coverage (from radars, roboports...) in remote view as a layer overview, as well as sources' locations (radars, roboports...) as icons in the remote view map. Something very similar to logistic network and how we're able to see coverage and locations of roboports.
What?
It would ...
Display coverage (from radars, roboports...) in remote view as a layer overview, as well as sources' locations (radars, roboports...) as icons in the remote view map. Something very similar to logistic network and how we're able to see coverage and locations of roboports.
What?
It would ...
- Sun Aug 31, 2025 7:29 am
- Forum: Ideas and Suggestions
- Topic: Option To Stop Transport Belts Animating Due To Eye Strain
- Replies: 2
- Views: 671
Re: Option To Stop Transport Belts Animating Due To Eye Strain
Thank you, I'll try it out 
- Sun Aug 31, 2025 6:58 am
- Forum: Ideas and Suggestions
- Topic: Option To Stop Transport Belts Animating Due To Eye Strain
- Replies: 2
- Views: 671
Option To Stop Transport Belts Animating Due To Eye Strain
Dear Factorio,
It would be great if I could have an option to disable transport belt animation, because I get a bit dizzy, especially with the Turbo Transport Belts. They're really animating fast. I don't know if I'm getting older, but I'm getting dizzy by looking at all those belts moving that ...
It would be great if I could have an option to disable transport belt animation, because I get a bit dizzy, especially with the Turbo Transport Belts. They're really animating fast. I don't know if I'm getting older, but I'm getting dizzy by looking at all those belts moving that ...
- Thu Aug 28, 2025 10:11 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Red Dot (enemy) on Map but there is nothing there
- Replies: 15
- Views: 5453
Re: [2.0.60] Red Dot (enemy) on Map but there is nothing there
Just wanted to say that I had the same thing. A red dot from time to time
- Wed Jun 18, 2025 9:15 am
- Forum: Gameplay Help
- Topic: Radar Using More Power Than Needed
- Replies: 5
- Views: 1676
Radar Using More Power Than Needed
Hey guys,
in this setup, why is it reported that power is not satisfied as if the radar is using 20 kW more?
Thanks
in this setup, why is it reported that power is not satisfied as if the radar is using 20 kW more?
Thanks
- Tue Jun 17, 2025 8:07 am
- Forum: Gameplay Help
- Topic: Tree Trunks In Place of Dead Biter Nests
- Replies: 0
- Views: 543
Tree Trunks In Place of Dead Biter Nests
Hi,
are these tree trunks where dead biter nests should be?
Is this expected?
Looks weird.
Thanks
are these tree trunks where dead biter nests should be?
Is this expected?
Looks weird.
Thanks
- Mon Jun 16, 2025 4:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.23] inserter can't insert spoilage into captive biter spawner
- Replies: 16
- Views: 15886
Re: [boskid][2.0.23] inserter can't insert spoilage into captive biter spawner
Alternatively, make items not spoiling while held by inserter. That is, the moment an item is picked up, stop spoiling it until it being released.
- Sun Jun 15, 2025 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Allow cargo landing pad to request items from specific space platforms.
- Replies: 2
- Views: 1495
- Thu Jun 12, 2025 8:33 am
- Forum: Ideas and Suggestions
- Topic: Sort Space Platform List
- Replies: 7
- Views: 2712
Sort Space Platform List
Hi,
It would be great to be able to sort or re-order the list of space platform names in the remote view in top-left.
Maybe by dragging and dropping up and down the list.
Same functionality is already available for pinned items in top right below the minimap.
This list should also be respected in ...
It would be great to be able to sort or re-order the list of space platform names in the remote view in top-left.
Maybe by dragging and dropping up and down the list.
Same functionality is already available for pinned items in top right below the minimap.
This list should also be respected in ...
- Wed Jun 11, 2025 11:11 am
- Forum: Ideas and Suggestions
- Topic: Mech Armor Hover Toggle
- Replies: 1
- Views: 807
Mech Armor Hover Toggle
Hi,
I like the hover feature. It certainly saves time running around the factory unobstructed.
I wish it would be possible to turn off the hovering capability, however, similarly to how we're able to turn off exoskeleton.
It's useful in some cases like wall penetration testing. I like to ...
I like the hover feature. It certainly saves time running around the factory unobstructed.
I wish it would be possible to turn off the hovering capability, however, similarly to how we're able to turn off exoskeleton.
It's useful in some cases like wall penetration testing. I like to ...
- Wed Jun 11, 2025 11:05 am
- Forum: Ideas and Suggestions
- Topic: Be Able To Pick Up Items From the Ground In Mech Armor While Hovering
- Replies: 0
- Views: 619
Be Able To Pick Up Items From the Ground In Mech Armor While Hovering
Hi,
just recently got my mech armor and I immediately noticed I wasn't able to pick up items from the ground or transport belts (using F key) while hovering (hovering is cool, btw, but I wish it would be possible to turn off the hovering capability, similarly to how we're able to turn off ...
just recently got my mech armor and I immediately noticed I wasn't able to pick up items from the ground or transport belts (using F key) while hovering (hovering is cool, btw, but I wish it would be possible to turn off the hovering capability, similarly to how we're able to turn off ...
- Mon Jun 09, 2025 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Turret Radius Per Turret Type
- Replies: 0
- Views: 678
Turret Radius Per Turret Type
Thanks for implementing turret radius recently, that's really useful.
Is it possible to show only radiuses of specific turret types only, please?
For example, when on the space platform, I'm building three different types of turrets and each turret type should be designated to blast different ...
Is it possible to show only radiuses of specific turret types only, please?
For example, when on the space platform, I'm building three different types of turrets and each turret type should be designated to blast different ...
- Mon Jun 09, 2025 11:45 am
- Forum: Gameplay Help
- Topic: Space Platform Speed Changes Half-Way?
- Replies: 2
- Views: 1088
Re: Space Platform Speed Changes Half-Way?
Thanks, that would explain it