TL;DR
radar should have a mode to output a signal corresponding to nests nearby
What?
2.1.13 introduced a feature that alerts the player when an expansion nest is built, if you're going to provide this kind of utility, why not integrate it even further into the identity of the radar? possibly ...
Search found 15 matches
- Wed Aug 05, 2026 11:50 pm
- Forum: Ideas and Suggestions
- Topic: Give radar a signal output for nearby nests/other entities
- Replies: 1
- Views: 351
- Wed Aug 05, 2026 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Something to let The Engineer relax
- Replies: 3
- Views: 603
Re: Something to let The Engineer relax
I would even settle for an idle animation that kicks in only once you've been standing in place for some amount of time. I want to even more fully embody the art for the lazy bastard achievement - kick back and let the bots do it!! It's a ridiculous feature but I've really wanted something like this ...
- Wed Jul 15, 2026 1:52 am
- Forum: Minor issues
- Topic: [2.1.8] Parameter as logistic connection condition erased on paste
- Replies: 3
- Views: 435
Re: [2.1.8] Parameter as logistic connection condition erased on paste
Thanks for the report however I don't believe this will be changed. The recipe picker requires a recipe - and the logistic condition picker requires an item. By mixing them together if you pick a recipe it will be invalid for the logistic condition and it is left blank.
This is a limitation of ...
- Tue Jun 30, 2026 3:45 am
- Forum: General discussion
- Topic: Space Age slowly changed how I think about planetary exploitation
- Replies: 4
- Views: 1906
Re: Space Age slowly changed how I think about planetary exploitation
The addition of intra-orbital transfers is definitely going to make play like this a major theme of my next save, I think. I really like pollution minimizing to the best of my ability, because I too have a conservationist streak. Despite the biters being obnoxious little things.
- Mon Jun 29, 2026 7:23 pm
- Forum: Not a bug
- Topic: [2.1.8] no ingame hint about radar circuit network features
- Replies: 2
- Views: 368
[2.1.8] no ingame hint about radar circuit network features
[expected] the item description, factoriopedia, or tips and tricks interfaces explain that radar can be used to transmit signals over distance without wire
[actual] no mention of the mechanic anywhere ingame
[reproduction] look at the item description for radars or their factoriopedia entry
fail to ...
[actual] no mention of the mechanic anywhere ingame
[reproduction] look at the item description for radars or their factoriopedia entry
fail to ...
- Mon Jun 29, 2026 6:59 pm
- Forum: Minor issues
- Topic: [2.1.8] Parameter as logistic connection condition erased on paste
- Replies: 3
- Views: 435
[2.1.8] Parameter as logistic connection condition erased on paste
[expected] when pasting a blueprint with a parameter in its "logistics connection" condition, the parameter placeholder in the left slot of the logistics connection settings is replaced with the chosen item.
[actual] when pasting a blueprint with a parameter in its "logistics connection ...
[actual] when pasting a blueprint with a parameter in its "logistics connection ...
- Sun Jun 07, 2026 1:22 am
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 127
- Views: 29100
Re: Friday Facts #441 - Space logistics improvements
If the first FFF for 2.1 features is this great I can't wait to see what comes next week !
- Wed Mar 11, 2026 7:47 am
- Forum: General discussion
- Topic: The rationality of using AM-3 and SP-3 everywhere
- Replies: 6
- Views: 2410
Re: The rationality of using AM-3 and SP-3 everywhere
there are definitely reasons why it's a popular way to play in lategame for sure, but as someone who thinks efficiency and quality modules are more fun, i feel you. understanding production ratios and managing pollution are fun for me, and so I can't help but feel like the people brute forcing ...
- Tue Feb 17, 2026 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Let the New "No Item" Signal be Selected Directly from the GUI
- Replies: 0
- Views: 581
Let the New "No Item" Signal be Selected Directly from the GUI
TL;DR
Allow the "No Item" (gray π«) signal that appears in circuit-controlled splitters to be selected from the GUI when setting filters on splitters.
What?
When splitters got circuit control a few months ago, this introduced a new signal, "No Item." The only place this appears normally is in ...
Allow the "No Item" (gray π«) signal that appears in circuit-controlled splitters to be selected from the GUI when setting filters on splitters.
What?
When splitters got circuit control a few months ago, this introduced a new signal, "No Item." The only place this appears normally is in ...
- Wed Nov 26, 2025 9:16 pm
- Forum: Gameplay Help
- Topic: Once more... Decider Combinator and Input Count
- Replies: 2
- Views: 827
Re: Once more... Decider Combinator and Input Count
i see your problem!
it's the "each = n" statements. when an "each" statement's condition is true, it passes through the value to the "each" on output side. any other signal that does not match that "each" condition will not pass. so, the C signal is eliminated, because anything that isn't , for ...
it's the "each = n" statements. when an "each" statement's condition is true, it passes through the value to the "each" on output side. any other signal that does not match that "each" condition will not pass. so, the C signal is eliminated, because anything that isn't , for ...
- Wed Nov 26, 2025 8:58 pm
- Forum: General discussion
- Topic: Deathworld Marathon: Great game
- Replies: 25
- Views: 9350
Re: Deathworld Marathon: Great game
i'm currently doing a deathworld marathon myself. the iron ore in my starting area ran out so early that i ended up needing to do territory creep with flamethrower turrets all the way out to the nearest iron, which for some unlucky reason, is maybe 16 chunks away. after i got that iron in, i set up ...
- Wed Nov 26, 2025 5:03 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 42
- Views: 14998
Re: Gleba!
Gleba is a fantastic planet. I also had frustration with it at the start but that was because I was applying Nauvis logic to Gleba which obviously isn't compatible in the slightest. Also same issue with other poster here that I attempted to correct a lot of inefficiencies using bots which turned ...
- Mon Nov 24, 2025 8:10 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 42
- Views: 14998
Re: Gleba!
i really love gleba. i might even go there first in my next save, and enjoy the luxury of spidertron and advanced asteroid processing, get an early start on rolling q4 products... get a biter farm going... i've been dreaming of a space platform that imports fruit as freshly as possible, and produces ...
- Wed Nov 19, 2025 9:36 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 114
- Views: 232608
Re: Space Platform 101 Discussion
sort of fundamental question, but i haven't been able to find a good explanation anywhere, and it's not immediately obvious from the ingame factoriopedia.
what exactly is meant by the [number]/m statistics for space routes listed in the factoriopedia?
considering the platforms fly in terms of km/s ...
what exactly is meant by the [number]/m statistics for space routes listed in the factoriopedia?
considering the platforms fly in terms of km/s ...
- Mon Nov 10, 2025 6:19 pm
- Forum: Implemented Suggestions
- Topic: In space, "connect to logistic network" should read the Hub
- Replies: 10
- Views: 2411
Create "Logistic Connection" functionality for entities on space platforms
Since, 2.0, I've gotten used to using the logistics connection to control my machines - it's great for limiting production of things when you already have enough of something stored across the network.
However, this functionality is entirely null on space platforms - there's no logistics network ...
However, this functionality is entirely null on space platforms - there's no logistics network ...