Search found 103 matches
- Fri Mar 06, 2026 11:37 am
- Forum: Ideas and Suggestions
- Topic: Roboport Contents
- Replies: 7
- Views: 2577
Re: Roboport Contents
In my opinion, this request can be closed, because it is obsolete.
About the inventory: It's now possible to request bots into the roboport. You can read the bot statistics. So to balance bot amounts in the network, you request a small amount of bots into one roboport and read bot statistics. You ...
- Fri Mar 06, 2026 3:14 am
- Forum: Ideas and Suggestions
- Topic: Roboport Contents
- Replies: 7
- Views: 2577
- Fri Mar 06, 2026 3:10 am
- Forum: Ideas and Suggestions
- Topic: Train interrupt station wildcard match
- Replies: 6
- Views: 4517
Re: Train interrupt station wildcard match
In this other thread , it's explained that wildcards are only filled when leaving a station. I also show a proof of concept, that allows you to send trains to wildcard stations and keep the icons in your station names. (So we don't need to add any new features to solve this problem.)
That system ...
- Fri Mar 06, 2026 2:43 am
- Forum: Ideas and Suggestions
- Topic: Train total Fuel / Energy (MJ) interput parameter
- Replies: 2
- Views: 1051
Re: Train total Fuel / Energy (MJ) interput parameter
An option that might be simpler to implement would be to allow the fuel interrupt to be configured in number of stacks rather than number of individual items.
- Fri Mar 06, 2026 2:41 am
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 17
- Views: 8464
Re: Additional train interrupt conditions
Note that if you add 'is damaged' as an interrupt condition, you also need to add it as a train stop departure condition, both so that you can depart immediately if you're getting damaged, and so that you can wait at the depot until fully repaired before heading out again.
- Fri Mar 06, 2026 2:13 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner: coal rocks only
- Replies: 1
- Views: 470
Re: Deconstruction planner: coal rocks only
This has been done and can be moved to the 'Implemented' board
- Fri Mar 06, 2026 2:11 am
- Forum: Ideas and Suggestions
- Topic: Increase blueprint & combinator description max size
- Replies: 3
- Views: 1117
Re: Increase blueprint & combinator description max size
I suggested this myself some time ago: viewtopic.php?p=642409#p642409
- Tue Aug 19, 2025 10:38 pm
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 5150
Re: Theorycrafting: Maximum Possible SPM Without Bots
I remember legendary biter nests producing more eggs per bioflux, so it should be 1 bioflux per 225 promethium, compared to 1 legendary holmium per 405 effective cryogenic. Stack inserter is limited by stack size so the non-stacking mech armour doesn't make sense as each swing can only take one ...
- Mon Aug 11, 2025 1:50 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 5150
Re: Theorycrafting: Maximum Possible SPM Without Bots
"Of course, just moving items from the landing pad to a chest doesn't help: we need to get them out onto belts"
Actually you can use legendary Stack inserters to unload from landing pad to Cargo wagon or to the Rocket silo, and then legendary Stack inserters to green belts, so you will have ...
- Fri Aug 08, 2025 10:10 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 5150
Re: Theorycrafting: Maximum Possible SPM Without Bots
Cool analysis! The only factor I can spot that you're missing is rocket part ingredients import to Aquilo, but I doubt they'd make much of a difference at 300% productivity.
I think the theoretical maximum botless SPM is actually much higher if you put labs on your space platforms. In this case ...
- Wed Aug 06, 2025 5:15 am
- Forum: General discussion
- Topic: Theorycrafting: Maximum Possible SPM Without Bots
- Replies: 11
- Views: 5150
Theorycrafting: Maximum Possible SPM Without Bots
Maximum Botless SPM
TL;DR: Without using bots, the maximum possible SPM, before Lab Productivity research, is somewhere between 'slightly less than 2154.5k' and 'slightly less than 1139.8k' normal packs of each type per minute.
So, this is an exercise in theorycrafting, looking at what the ...
TL;DR: Without using bots, the maximum possible SPM, before Lab Productivity research, is somewhere between 'slightly less than 2154.5k' and 'slightly less than 1139.8k' normal packs of each type per minute.
So, this is an exercise in theorycrafting, looking at what the ...
- Wed Dec 11, 2024 7:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.23] Parameterized blueprint cannot set certain biochamber recipes unless biochamber already exists
- Replies: 2
- Views: 1374
[Kovarex] [2.0.23] Parameterized blueprint cannot set certain biochamber recipes unless biochamber already exists
Here is a blueprint for a basic parameterized bot-served biochamber*. (Note: I play with Bob's Adjustable Inserters. This blueprint contains only basic straight inserters, so it should be compatible with vanilla Factorio, but if it doesn't work, then install 'bobinserters 1.3.2 ...
- Wed Dec 11, 2024 7:28 am
- Forum: Duplicates
- Topic: [2.0.23] Blueprint where param is both machine recipe and logistics filter does not allow selecting recipe
- Replies: 2
- Views: 1496
[2.0.23] Blueprint where param is both machine recipe and logistics filter does not allow selecting recipe
If a parameterized blueprint has a parameter which sets the recipe for a machine, then normally when placing the blueprint the user is offered a dialogue which allows them to select from the recipes that machine can perform. It is even smart enough that, if the blueprint contains multiple types of ...
- Tue Dec 10, 2024 8:02 pm
- Forum: Translations
- Topic: [2.0.21] (Most) Biological things do not recycle into spoilage
- Replies: 2
- Views: 1567
Re: [2.0.21] (Most) Biological things do not recycle into spoilage
You missed wood (obviously biological) and agricultural science packs (not prima facie biological, but they spoil into spoilage, so what else can they be?), which both also recycle into themselves.
I suspect that text might be a holdover from some earlier step in development, when it was planned ...
I suspect that text might be a holdover from some earlier step in development, when it was planned ...
- Fri Dec 06, 2024 10:33 pm
- Forum: Gameplay Help
- Topic: What is 'Lightning reach' and how do you improve it?
- Replies: 2
- Views: 1994
What is 'Lightning reach' and how do you improve it?
The range for normal-quality Lightning Rods and Lightning Collectors are listed as '15 + Lightning reach' and '25 + Lightning reach' respectively. When I saw this, I initially assumed it would be something like worker robot speed: 15/25 was the base value, but there would be some research (possibly ...
- Sun Dec 01, 2024 2:32 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.21] Some signals cannot be parameterized
- Replies: 1
- Views: 1800
[boskid][2.0.21] Some signals cannot be parameterized
Certain signals cannot be parameterized in blueprints. If you hit 'parameterize blueprint' on a blueprint where these signals are set, the signal they are set to is not offered as a parameterizable value. If you have the same signal used elsewhere in the blueprint and make it a parameter, the value ...
- Sat Nov 30, 2024 2:55 am
- Forum: Duplicates
- Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
- Replies: 5
- Views: 1427
Re: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
Hrm. Looks like the same issue exists for the 'Read working' parameter on assemblers.
- Fri Nov 29, 2024 7:47 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.15] Quality change ignored when placing parametrized blueprint
- Replies: 8
- Views: 5105
Re: [2.0.15] Quality change ignored when placing parametrized blueprint
I suspect this is the side-effect of an intended - and honestly quite useful, if poorly documented and explained - behaviour. Namely, the ability to make a blueprint that refers to a given item at multiple quality levels. For instance, I have a blueprint that I use to build a set of 5 storage chests ...
- Fri Nov 29, 2024 4:11 am
- Forum: Duplicates
- Topic: [2.0.21-5] Cannot parameterize inserter 'Set stack size' control signal
- Replies: 5
- Views: 1427
- Tue Nov 26, 2024 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
- Replies: 9
- Views: 2584
Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
+1
Perhaps not necessarily a 10x reduction, but something to make it worth using at green tier. Right away when you unlock it, it's the only thing you can spend power on at all, but as soon as you unlock roboports it's in your interests not to use it until power armor.
I'd say 10kW makes sense ...