Search found 34 matches

by Fletch
Sat Sep 26, 2026 1:13 pm
Forum: News
Topic: Friday Facts #447 - Factorio that you can touch
Replies: 45
Views: 8209

Re: Friday Facts #447 - Factorio that you can touch

I do not own a 3D printer, nor the skills to hand paint such gorgeous pieces of art.
However, I am willing to pay for "collector's items" if Wube decides to partner up with such skilled craftsman to produce and offer for sale these items on your storefront. That market may be small, but the market ...
by Fletch
Tue Sep 22, 2026 5:38 pm
Forum: Ideas and Suggestions
Topic: Give bioflux the burner fuel category in addition to food fuel.
Replies: 6
Views: 590

Re: Give bioflux the burner fuel category in addition to food fuel.

Burner fuels are also used in vehicles (cars, tanks, trains) and give different vehicle acceleration forces. Nice idea to have another fuel type, but would need to figure out where it falls in the scale -- perhaps somewhere between coal and solid fuel (based on its 6MJ fuel value)?
Wiki for tank ...
by Fletch
Mon Sep 21, 2026 6:08 pm
Forum: Resolved Requests
Topic: [2.0.77] ElectricEnergyInterface on LuaEntity
Replies: 5
Views: 453

Re: [2.0.77] ElectricEnergyInterface on LuaEntity

Hi Bilka! Some popular programming languages use "@since" to indicate the first version an API was introduced, and that's what got me confused. "New after 2.0.77" clears up the confusion. Thank you.
by Fletch
Thu Sep 17, 2026 3:22 pm
Forum: Balancing
Topic: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
Replies: 17
Views: 2981

Re: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war

Love the screenshots and the play-by-play for the battle.
Your "/evolution" is probably already near maxed out, so efficiency arguments at this point are kinda moot, but even at a very late stage improving efficiency can help you out I think:


Laser turrets suck on Gleba, because pentapods have ...
by Fletch
Wed Sep 16, 2026 7:33 pm
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 58
Views: 20296

Re: Experimental Biter expansion too strong


Which "rules" should be "relaxed"? And what if "a little" isn't enough to get more than 1 candidate? Or just less than 10?

If you want to relax the "closeness to other nests" rule, that's just creating meganests again. If you're going to bypass the rule that prevents meganests in situations where ...
by Fletch
Wed Sep 16, 2026 5:22 pm
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 58
Views: 20296

Re: Experimental Biter expansion too strong



Adding a bit of randomness certainly seems like a good idea if it holds true.


If there are many candidates, the game will pick randomly from the top 10%


I think a decent compromise on this is that if there are less than 10 candidates, then relax the rules (a little) so there are at least ...
by Fletch
Sun Sep 06, 2026 2:55 pm
Forum: Resolved Requests
Topic: [2.0.77] ElectricEnergyInterface on LuaEntity
Replies: 5
Views: 453

Re: [2.0.77] ElectricEnergyInterface on LuaEntity

Thanks @Stringweasel . Yeah, I'm fairly sure this just doesn't exist on 2.0.77 at all (getting related errors at runtime on 2.0.77 but not on 2.1.17).
Ultimately this thread is just a request to fix/update the docs to correct the "New since" note to reflect these fields are new since 2.1.7, not 2.0 ...
by Fletch
Sun Sep 06, 2026 2:30 pm
Forum: Resolved Requests
Topic: [2.0.77] ElectricEnergyInterface on LuaEntity
Replies: 5
Views: 453

[2.0.77] ElectricEnergyInterface on LuaEntity

Hi. I'm a factorio modding newbie and working on my first mod, and was hoping to target both 2.0.77+ and 2.1.x support with it.

Question: Specifically on the LuaEntity, the new ElectricEnergyInterface capabilities, the input_flow_limit: https://lua-api.factorio.com/2.1.17/classes/LuaEntity.html ...
by Fletch
Fri Aug 28, 2026 2:47 am
Forum: Ideas and Suggestions
Topic: Make spoilage levels available to circuit network
Replies: 3
Views: 474

Re: Make spoilage levels available to circuit network

+1 -- we have an awesome game mechanic (spoilables), but has no connectivity to the circuit network

There's a mod that mostly implements this: https://mods.factorio.com/mod/spoilage-scanner
A combinator that scans freshness on items in a chest, caches the value and outputs the signal (avg / min ...
by Fletch
Mon Aug 24, 2026 5:31 pm
Forum: Balancing
Topic: Experimental Biter expansion too strong
Replies: 58
Views: 20296

Re: Experimental Biter expansion too strong


... The reason being that when you destroy just that nest (for example because you have some drills or oilpumps nearby) it will come back in exactly the same location every time. It's not a huge deal, but I can see how it could break immersion to some degree, if biters kept building in exactly the ...
by Fletch
Sat Aug 22, 2026 9:48 pm
Forum: Balancing
Topic: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war
Replies: 17
Views: 2981

Re: [2.1.14] Stompers on Gleba have gone from occasional annoyance to full-scale war

It stinks and they do like it.
Perhaps be more efficient with "that which that stinks".
by Fletch
Sat Aug 22, 2026 2:35 pm
Forum: Ideas and Suggestions
Topic: Reduce laser turret power to its actual listed max.
Replies: 8
Views: 787

Re: Reduce laser turret power to its actual listed max.


But there are a few buildings that have little tolerance for power fluctuations ... carefully constructed combinator circuits can have their timings completely thrown off due to flickering power.


Embrace the challenge. Design that power-sensitive section of your base (containing the combinators ...
by Fletch
Sat Aug 22, 2026 12:11 pm
Forum: Ideas and Suggestions
Topic: Reduce laser turret power to its actual listed max.
Replies: 8
Views: 787

Re: Reduce laser turret power to its actual listed max.

Entire base flickers on/off when laser turrets fire, if the base is missing the turret's supporting infrastructure: accumulators, or steam tanks + spare steam engines/turbines . It is one of the charms of Factorio, one of the puzzles to solve. I vote no on this idea to remove the challenge with ...
by Fletch
Fri Aug 21, 2026 4:09 pm
Forum: Bug Reports
Topic: [2.1.14] Seam in space background
Replies: 13
Views: 1874

Re: [2.1.14] Seam in space background

It looks to me like screen tearing related to monitor refresh rates, but that sort of problem wouldn't be captured in a recorded video (I would think?). Is there a 3rd party graphics overlay involved messing with the frame pipelines? Steam overlay, Discord overlay, etc...

Shot in the dark idea: can ...
by Fletch
Thu Aug 13, 2026 7:45 pm
Forum: Ideas and Suggestions
Topic: Disable new radar behaviour
Replies: 24
Views: 3053

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: 3053

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: 3053

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: 12958

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: 12958

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: 10
Views: 1382

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.

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