+1 to this
There is nothing in game suggesting that building stuff near ocean or on desert may backfire later, but then it turns out you can't plant trees to combat pollution.
While agri towers are a massive ups killer (https://forums.factorio.com/viewtopic.php?t=131910), it is still a somewhat ...
Search found 13 matches
- Mon Dec 22, 2025 2:44 pm
- Forum: Ideas and Suggestions
- Topic: A way to plant trees anywhere on Nauvis
- Replies: 19
- Views: 5632
- Tue Dec 16, 2025 4:42 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1121
Re: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
I can't recall anything special about this save. This used no editor, no mods and no commands. I use some debug options from F4, but those are mostly visual (train length, path requests, pathing debug).
Maybe it was an upgrade issue? I played this save till the end for about two months after SA ...
Maybe it was an upgrade issue? I played this save till the end for about two months after SA ...
- Tue Dec 09, 2025 2:45 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1121
Re: [2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
The save is quite massive, but uploaded
Simply use the ghost building mode on the snow island, shift+click or shift+ctrl+click both work
Game version: No mods are used
Simply use the ghost building mode on the snow island, shift+click or shift+ctrl+click both work
Game version: No mods are used
- Mon Dec 08, 2025 1:57 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1121
[Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
No other planets allow you to place pumps in invalid places, even Vulcanus where you can nuke to get a lava pool.
It is, however, possible to force place (ctrl + shift + click) it on Aqulo, resulting in pump that pumps nothing.
It is, however, possible to force place (ctrl + shift + click) it on Aqulo, resulting in pump that pumps nothing.
- Sun Dec 07, 2025 2:03 am
- Forum: Ideas and Suggestions
- Topic: Show how much fuel is consumed per second
- Replies: 1
- Views: 249
Show how much fuel is consumed per second
For some reason, the buildings that use fuel do not show how much fuel they actually consume. This info is very useful and pretty much necessary for heating towers and biochambers, but its just not there.
Yes it is possible to compute it from the fuel value and building's consumption value, but its ...
Yes it is possible to compute it from the fuel value and building's consumption value, but its ...
- Sun Nov 30, 2025 10:41 pm
- Forum: Ideas and Suggestions
- Topic: Import/Export statistics tab in the Production panel
- Replies: 1
- Views: 233
Import/Export statistics tab in the Production panel
TL;DR
It would be nice to have a statistical panel that specifies how much stuff was imported and exported from planet or ship
What?
In this panel, it would be nice to have a graph of stuff that was imported and exported from planet.
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Why?
Interplanetary logistics are an important ...
It would be nice to have a statistical panel that specifies how much stuff was imported and exported from planet or ship
What?
In this panel, it would be nice to have a graph of stuff that was imported and exported from planet.
obraz.png
Why?
Interplanetary logistics are an important ...
- Sun Nov 30, 2025 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Write wagon index on the train length visualization
- Replies: 2
- Views: 270
Re: Write wagon index on the train length visualization
Oh cool, its exactly what I wanted, thank you
The font is rather small, but I its good enough for me
The font is rather small, but I its good enough for me
- Sun Nov 30, 2025 6:46 pm
- Forum: Ideas and Suggestions
- Topic: Write wagon index on the train length visualization
- Replies: 2
- Views: 270
Write wagon index on the train length visualization
There exist a train length visualization when you hover over the signal, pretty useful when you are doing stuff like stackers and intersections and also very important if you plan to do stuff like passing loops on the bidirectional rails.
You can extend the length in the menu and last wagon is ...
You can extend the length in the menu and last wagon is ...
- Sun Nov 30, 2025 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Research for +1 Landing Pads per Surface
- Replies: 25
- Views: 3847
Re: Add an infinite technology to increase Cargo Landing Pad limit
Honestly, +1 for this
A promethium science tier research to get more landing pads would be a very good quality of life upgrade. Promethium science is pretty underwhelming, so having some sort of end game benefits on it would be pretty nice.
I ended up with something like this and this pretty much ...
A promethium science tier research to get more landing pads would be a very good quality of life upgrade. Promethium science is pretty underwhelming, so having some sort of end game benefits on it would be pretty nice.
I ended up with something like this and this pretty much ...
- Sun Nov 30, 2025 5:16 pm
- Forum: Implemented Suggestions
- Topic: Pretty print common large numbers
- Replies: 2
- Views: 442
Pretty print common large numbers
The game already pretty prints the amount of produced items (by placing space between thousnads), distance traveled and science progress
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Which is cool, except, there are a lot of other very large numbers that are not pretty printed
Stuff like turrets damage ...
obraz.png
obraz.png
obraz.png
Which is cool, except, there are a lot of other very large numbers that are not pretty printed
Stuff like turrets damage ...
- Fri Nov 28, 2025 8:26 pm
- Forum: Not a bug
- Topic: [2.0.72] Agricultural tower use unreasonable amount of cpu time
- Replies: 4
- Views: 526
Re: [2.0.72] Agricultural tower use unreasonable amount of cpu time
I see, this is quite unfortunate. There are very few activities that could free or occupy spots around the towers but I guess there aren't something that could be used by the tower itself.
I guess i can try to do some circuit network to turn them off and some timing circuit as a workaround
I guess i can try to do some circuit network to turn them off and some timing circuit as a workaround
- Fri Nov 28, 2025 7:54 pm
- Forum: Not a bug
- Topic: [2.0.72] Agricultural tower use unreasonable amount of cpu time
- Replies: 4
- Views: 526
Re: [2.0.72] Agricultural tower use unreasonable amount of cpu time
Are you sure its working as intended? Nauvis's trees take 10 minutes to grow, you can delete all the trees in the demo save, they will get replanted pretty fast and then you have like 7 minutes of idle time till they grow and get harvested.
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Nothing is happening and it still uses same ...
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Nothing is happening and it still uses same ...
- Fri Nov 28, 2025 4:02 pm
- Forum: Not a bug
- Topic: [2.0.72] Agricultural tower use unreasonable amount of cpu time
- Replies: 4
- Views: 526
[2.0.72] Agricultural tower use unreasonable amount of cpu time
On Nauvis, it is possible to use Agricultural towers to counter pollution. I guess this is by design and intended use, as there is no use for wood farming at the point those are unlocked whatsoever and it does work quite good (save for the fact that there is no grass-fill so any ocean near your base ...