Search found 20 matches

by Fletch
Thu Aug 13, 2026 7:45 pm
Forum: Ideas and Suggestions
Topic: Disable new radar behaviour
Replies: 24
Views: 2181

Re: Disable new radar behaviour


I personally feel that having a radar be a circuit network signal source as opposed to just a propagator (since universe mode allows it to technically emit a signal, but it is not the source of that signal, it merely passes it along.) is not what I would like. I would rather have a separate ...
by Fletch
Thu Aug 13, 2026 3:36 pm
Forum: Ideas and Suggestions
Topic: Disable new radar behaviour
Replies: 24
Views: 2181

Re: Disable new radar behaviour


Instead it should be replaced with radar being able to track how many bitters/spitters/spawners&worms does it detect.

From that then we could build circuits for any alert we need - e.g. larger increase in spawners/worms - means we have detected new base there.


+1 on that. And when pairing the ...
by Fletch
Tue Aug 11, 2026 7:36 pm
Forum: Ideas and Suggestions
Topic: Disable new radar behaviour
Replies: 24
Views: 2181

Re: Disable new radar behaviour

To add some more mud, if fully configurable, my preferred setting would be along the lines of: "Alert if enemy expansion is in the pollution cloud, and the area is not covered by Artillery" :) Because if its not in the pollution cloud then I don't care (because they won't attack me), and if its ...
by Fletch
Wed Aug 05, 2026 10:21 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.9] Oops! All worms!
Replies: 8
Views: 10482

Re: [Klonan] [2.1.9] Oops! All worms!


I think the caste 'system' where biters become spawners and spitters become worms could be cool, some lore or biology implications, but its just too subtle for these problems it causes


It is a neat idea for lore implications -- perhaps a tweak on the implementation could be that a spitter has ...
by Fletch
Wed Aug 05, 2026 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.9] Oops! All worms!
Replies: 8
Views: 10482

Re: [Klonan] [2.1.9] Oops! All worms!


Until I can reproduce anything during the build process, I will chalk this up as a funny RNG emergent outlier, but that there is no underlying issue with the base building code that needs to be fixes


These odds are not coming from a "fair" RNG/chance, there is a bias that made the expansion ...
by Fletch
Tue Aug 04, 2026 2:29 pm
Forum: Ideas and Suggestions
Topic: Allow un-built roboports to show ghost connections when placing a ghost roboport nearby
Replies: 3
Views: 426

Re: Allow un-built roboports to show ghost connections when placing a ghost roboport nearby

+1 on this as a QoL enhancement. Ghost building power poles does similar already (you can see the ghost lines to know to properly space out the ghost power poles), so idea is to have similar feature to show the logistics connections for the ghost roboports too.
by Fletch
Mon Jul 27, 2026 7:18 pm
Forum: Gameplay Help
Topic: Pipe fullness bug
Replies: 5
Views: 1295

Re: Pipe fullness bug

I think what OP is trying to say is that their pre-existing yellow science blueprint is underproducing (on 2.1.x), because electric engines are underproducing, because lubricant is underproducing, because the chemical plant(s) making lube are stalled waiting on heavy oil -- and they needed to add a ...
by Fletch
Wed Jul 22, 2026 7:08 pm
Forum: Gameplay Help
Topic: Help on rail signals on this 73 TPM crossing
Replies: 9
Views: 1134

Re: Help on rail signals on this 73 TPM crossing

I generally follow the golden rule: "chain signals before intersections, regular signals after intersections".

Looking in your screenshot...

Top-left area: missing a regular signal on the exit of the bottom track (you have it on the top track correctly).
Top-right area: 2 of the 3 exit points are ...
by Fletch
Wed Jul 22, 2026 5:20 pm
Forum: Ideas and Suggestions
Topic: Ghosts within reach should be built from inventory
Replies: 5
Views: 455

Re: Ghosts within reach should be built from inventory

If you have 10 personal bots (example), and you issue an order that is 10 (or less) tasks, your personal bots should already be doing all the tasks -- closest bots do the deed. If you instead issue an order that is 100 tasks, then those extra 90 tasks will get assigned to the next (closest) bots ...
by Fletch
Tue Jul 21, 2026 8:47 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 30
Views: 10015

Re: Increase Accumulator Maximum Output Rate

I'm the whacky guy from the Steam forums with the Blackout Proof Solar proof of concept idea that was mentioned earlier. Please don't let my one-off science experiment influence this discussion though.

My primary use case for accumulators is to pair them with solar panels to power the entirety of ...
by Fletch
Mon Jul 13, 2026 5:48 pm
Forum: General discussion
Topic: Should the research progress bar make a comeback?
Replies: 13
Views: 1673

Re: Should the research progress bar make a comeback?

+1 I'm a fan of the original green/purple bars. Them being "fake" (nothing special happened when they hit 100%) wasn't really their point. They are the analog gauges so players could quickly see the speed & productivity rates based on how fast those bars were moving from 0% to 100%. For productivity ...
by Fletch
Sat Jul 11, 2026 4:50 pm
Forum: Not a bug
Topic: [2.1.9] Equal max and min in space platform request causes nearly-empty rocket launches
Replies: 4
Views: 725

Re: [2.1.9] Equal max and min in space platform request causes nearly-empty rocket launches

How did it work pre-2.1?

But throwing out some ideas: A rocket can hold 1k iron plates, so could set min=500 and max=1500 to make full usage of the rocket capacity if that is the goal. Or bring them in to min=750 and max=1250 if you are ok with only 1/2 the rocket capacity not being utilized (500 ...
by Fletch
Thu Jul 09, 2026 5:54 pm
Forum: Mod portal Discussion
Topic: Mod portal exclusion filtering not excluding SA (reliably)
Replies: 4
Views: 438

Re: Mod portal exclusion filtering not excluding SA (reliably)

Thanks, that explains the behavior @eugenekay!

Perhaps a cheap solution would be for the mod portal to treat any mod with the hard dependency on space-age to default to:
"space_travel_required": true
...and have the other set of mods go out of their way to set that to false (for whatever that is ...
by Fletch
Thu Jul 09, 2026 4:38 pm
Forum: Mod portal Discussion
Topic: Mod portal exclusion filtering not excluding SA (reliably)
Replies: 4
Views: 438

Mod portal exclusion filtering not excluding SA (reliably)

When enabling the mod portal's "Space Age exclusion filter", it returns mods that declare a hard dependency on space-age.
This option should work reliably for people who don't own the DLC, but want that vanilla modded playthrough.

What did you do?
1) go here: https://mods.factorio.com/
2) click ...
by Fletch
Fri Jan 23, 2026 6:48 pm
Forum: Wiki Talk
Topic: Rocket fuel - crafting time halved - [changelog]
Replies: 4
Views: 5030

Re: Rocket fuel - crafting time halved - [changelog]


[*] Decreased the crafting time of rocket ingredients.


That's horribly ambiguous ;)

A rocket's ingredients are explosives and iron plates, neither of which had crafting times change.
A rocket part's ingredients include LDS and Rocket fuel (where crafting times were halved in 2.0.7, along ...
by Fletch
Wed Oct 01, 2025 12:28 pm
Forum: Wiki Talk
Topic: Rocket fuel - crafting time halved - [changelog]
Replies: 4
Views: 5030

Re: Rocket fuel - crafting time halved - [changelog]

The Rocket Fuel recipe's InfoBox was updated on the wiki (back in Oct 2024), to indicate crafting time reduced from 30 to 15, but the change isn't in any change notes. Anyhow, I've updated the 2.0.7 change history section on the Rocket Fuel page: https://wiki.factorio.com/Rocket_fuel

Decreased the ...
by Fletch
Thu Aug 21, 2025 5:39 pm
Forum: Resolved Problems and Bugs
Topic: Factorio Demo unavailable via Steam for German players
Replies: 6
Views: 2012

Re: Factorio Demo unavailable via Steam for German players

Confirmed by user on Steam forums (who initially posted about this problem). The demo is available for German players on the Steam store page. This can be closed out as fixed. Appreciate it!
by Fletch
Sat Aug 16, 2025 1:01 pm
Forum: Resolved Problems and Bugs
Topic: Factorio Demo unavailable via Steam for German players
Replies: 6
Views: 2012

Re: Factorio Demo unavailable via Steam for German players


Hi,

This should be fixed (as soon as the changes propogate through Steams side)

Thanks for the report


Appreciate the efforts, Klonan. Unfortunately, the demo is still not showing up (in Steam) for German players according to the Steam thread:
https://steamcommunity.com/app/427520/discussions ...
by Fletch
Thu Aug 14, 2025 12:54 pm
Forum: Resolved Problems and Bugs
Topic: Factorio Demo unavailable via Steam for German players
Replies: 6
Views: 2012

Factorio Demo unavailable via Steam for German players

Steam users in Germany are unable to see/download/play the Factorio Demo.

This is most likely related to Germany's Age Rating requirements and Steam store listing requirements.
Steam's announcement about the German Age-Rating requirements and the Steam Survey that Wube will need to submit to avoid ...

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