Search found 163 matches
- Sun Jun 28, 2026 2:08 am
- Forum: Ideas and Suggestions
- Topic: Bio Chambers -> Fulgoran recipes
- Replies: 6
- Views: 443
Re: Bio Chambers -> Fulgoran recipes
Water consumption also isn't really a problem since you get ice as a byproduct of recycling anyway. So you will always have 5 times as much ice as you have holmium ore. The Holmium solution recipe needs 2 holmium ore and half an ice cube, leaving you with 9.5 ice = 190 water (without ...
- Sun Jun 28, 2026 1:41 am
- Forum: Not a bug
- Topic: [2.0.76] Factoriopedia entry for thruster is incorrect
- Replies: 2
- Views: 176
Re: [2.0.76] Factoriopedia entry for thruster is incorrect
That is a really confusing way of expressing that information.Rseding91 wrote: Sat Jun 27, 2026 8:11 am Thanks for the report however the graph is correct: the thruster consumes both input fluids and their fuel values are combined.
- Sat Jun 27, 2026 7:18 am
- Forum: Not a bug
- Topic: [2.0.76] Factoriopedia entry for thruster is incorrect
- Replies: 2
- Views: 176
[2.0.76] Factoriopedia entry for thruster is incorrect
The Factoriopedia entry for the thruster has a nice little interactive graph showing the thruster's thrust output, fuel consumption, and resulting efficiency at various fill levels. According to this graph, the fuel consumption goes from 10% at <= 10% fill to 200% at >= 90% fill. The listed fuel ...
- Sat Jun 27, 2026 6:37 am
- Forum: Ideas and Suggestions
- Topic: Highlight specific unplantable tiles in agricultural tower overlay
- Replies: 0
- Views: 62
Highlight specific unplantable tiles in agricultural tower overlay
TL;DR
When you're placing an agricultural tower, you get a helpful overlay that show you which 3x3 cells it will be able to plant in, and, for those it can't, whether its the wrong soil type, the wrong biome, or blocked by an object, but it doesn't tell you which tile in an unplantable cell is the ...
When you're placing an agricultural tower, you get a helpful overlay that show you which 3x3 cells it will be able to plant in, and, for those it can't, whether its the wrong soil type, the wrong biome, or blocked by an object, but it doesn't tell you which tile in an unplantable cell is the ...
- Sat Jun 27, 2026 6:05 am
- Forum: Ideas and Suggestions
- Topic: Rocket silo should be able to output rocket construction progress to the circuit network
- Replies: 2
- Views: 157
- Sat Jun 27, 2026 6:04 am
- Forum: Ideas and Suggestions
- Topic: Allowing filtering research window by science pack
- Replies: 0
- Views: 50
Allowing filtering research window by science pack
TL;DR
Buttons on the research screen that let us either hide all techs that use a given science pack or hide all techs that don't use that science pack.
What?
Selector on the research screen which shows all the science packs
Each science pack can either be filtered for (show only techs which ...
Buttons on the research screen that let us either hide all techs that use a given science pack or hide all techs that don't use that science pack.
What?
Selector on the research screen which shows all the science packs
Each science pack can either be filtered for (show only techs which ...
- Sat Jun 27, 2026 5:39 am
- Forum: Ideas and Suggestions
- Topic: Make the logical operators in train & space platform schedule conditions more flexible
- Replies: 0
- Views: 73
Make the logical operators in train & space platform schedule conditions more flexible
TL;DR
Currently, in train and space platform schedules, 'AND' groups can only be nested within 'OR' groups, not the other way around. There are many common conditions for trains and platforms which are really awkward to express in this way. Give us the ability to put 'OR' within 'AND'; maybe even ...
Currently, in train and space platform schedules, 'AND' groups can only be nested within 'OR' groups, not the other way around. There are many common conditions for trains and platforms which are really awkward to express in this way. Give us the ability to put 'OR' within 'AND'; maybe even ...
- Sat Jun 27, 2026 4:55 am
- Forum: Ideas and Suggestions
- Topic: Buildings Should Eject Fluids When Deconstructed
- Replies: 0
- Views: 80
Buildings Should Eject Fluids When Deconstructed
TL;DR
Fluids are not lost when deconstructing pipes or tanks, and buildings with fluid inputs will eject any stored fluids if their recipe is changed or cleared, but if you deconstruct a building without clearing the recipe first (or if it has no recipe to clear, e.g. flamethrowers), any fluids ...
Fluids are not lost when deconstructing pipes or tanks, and buildings with fluid inputs will eject any stored fluids if their recipe is changed or cleared, but if you deconstruct a building without clearing the recipe first (or if it has no recipe to clear, e.g. flamethrowers), any fluids ...
- Sat Jun 27, 2026 4:22 am
- Forum: Ideas and Suggestions
- Topic: Bio Chambers -> Fulgoran recipes
- Replies: 6
- Views: 443
Re: Bio Chambers -> Fulgoran recipes
Biochambers do have some utility on Fulgora; they have twice the base speed of chemical plants, which is a valuable space-saver on the constrained islands of Fulgora, and while heavy oil is literally infinite and effectively free, the inherent productivity bonus reduces the required amount of water ...
- Wed Jun 24, 2026 8:59 am
- Forum: Ideas and Suggestions
- Topic: Rocket capacity is too inaccurate for some items
- Replies: 11
- Views: 4099
Re: Rocket capacity is too inaccurate for some items
@klonan just said that in the next version the logistics groups multiplier will show 2 decimal places instead of 1. Don't know if that extends to rocket capacity stacks too, but here's hoping.
- Wed Jun 24, 2026 8:05 am
- Forum: Ideas and Suggestions
- Topic: Rocket capacity is too inaccurate for some items
- Replies: 11
- Views: 4099
Re: Rocket capacity is too inaccurate for some items
+1 on showing 2 decimal places for rocket capacity. There are a lot of very common ratios which are immediately obvious at 2 decimal places but are misleading or confusing at one. For instance, which 2 decimals, 1/3, 1/4, and 1/5 would be '0.33', '0.25', and '0.2'; currently both 1/3 and 1/4 show as ...
- Wed Jun 24, 2026 8:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.76] Text box for logistics group multiplier populated using rounded value
- Replies: 1
- Views: 296
[Klonan] [2.0.76] Text box for logistics group multiplier populated using rounded value
Create a named logistics group
Create a constant combinator and add that named group, but give it a multiplier with at least 2 decimal places, e.g. '0.25'
When you confirm the group, you will see that the displayed multiplier has been rounded to one decimal place, so '0.3' for our example of 0.25 ...
Create a constant combinator and add that named group, but give it a multiplier with at least 2 decimal places, e.g. '0.25'
When you confirm the group, you will see that the displayed multiplier has been rounded to one decimal place, so '0.3' for our example of 0.25 ...
- Wed Jun 24, 2026 6:57 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Super force building over pipes should place underground pipes
- Replies: 4
- Views: 843
- Wed Jun 24, 2026 6:52 am
- Forum: Ideas and Suggestions
- Topic: Indicate Current View Range on Minimap
- Replies: 0
- Views: 65
Indicate Current View Range on Minimap
TL;DR
On the map view, chunks which are currently visible are clearly differentiated from ones that have been previously explored but cannot currently be seen, but the minimap doesn't do this. It should.
What?
There are various ways the minimap could make this distinction. The simplest would ...
On the map view, chunks which are currently visible are clearly differentiated from ones that have been previously explored but cannot currently be seen, but the minimap doesn't do this. It should.
What?
There are various ways the minimap could make this distinction. The simplest would ...
- Wed Jun 24, 2026 6:35 am
- Forum: Ideas and Suggestions
- Topic: 'Portable Radar' Equipment Module
- Replies: 0
- Views: 87
'Portable Radar' Equipment Module
TL;DR
Equipment module (i.e. for power armour or vehicle equipment grids) that increase's the entity's view range (or, for tanks, gives them one in the first place).
What?
An item of equipment, 2x2 in size, which consumes some amount of electricity and gives the entity in question +1 chunk of ...
Equipment module (i.e. for power armour or vehicle equipment grids) that increase's the entity's view range (or, for tanks, gives them one in the first place).
What?
An item of equipment, 2x2 in size, which consumes some amount of electricity and gives the entity in question +1 chunk of ...
- Wed Jun 24, 2026 5:33 am
- Forum: Ideas and Suggestions
- Topic: Wriggler Pentapod 'Walk' Animation Doesn't Look Right
- Replies: 0
- Views: 69
Wriggler Pentapod 'Walk' Animation Doesn't Look Right
TL;DR
The movement animations for wriggler pentapod just don't look right; rather than looking like they are walking (or rather wriggling) along the surface, they look like they are being slid across the surface while simultaneously making completely unrelated wiggling motions.
What ...
The movement animations for wriggler pentapod just don't look right; rather than looking like they are walking (or rather wriggling) along the surface, they look like they are being slid across the surface while simultaneously making completely unrelated wiggling motions.
What ...
- Wed Jun 24, 2026 4:55 am
- Forum: Ideas and Suggestions
- Topic: How to Fix the LDS Shuffle
- Replies: 2
- Views: 648
Re: How to Fix the LDS Shuffle
The difference is the LDS shuffle requires huge amounts of expensive infinite research to reach +300% productivity on your cast LDS recipe. By the time you're in a position to exploit it, you've got a factory that can certainly produce legendary stuff legitimately, so it's useful but not game ...
- Wed Jun 24, 2026 4:28 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Logistic Chests should have Logistic Network connection
- Replies: 12
- Views: 1978
Re: [2.1] Logistic Chests should have Logistic Network connection
+1
Literally every other entity that can be turned off and on via circuit logic can also be turned off and on via logistics logic. Why not logistics chests themselves?
Literally every other entity that can be turned off and on via circuit logic can also be turned off and on via logistics logic. Why not logistics chests themselves?
- Wed Jun 24, 2026 4:25 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Blueprints should have option like "force empty space"
- Replies: 18
- Views: 1939
Re: [2.1] Blueprints should have option like "force empty space"
The simplest way to implement this that I can see would be a special 1x1 building which has the special property that any ghost of it is automatically deleted. You can still create them and place them manually (though they'd probably be hidden and only available in editor mode, like infinity pipes ...
- Wed Jun 24, 2026 4:06 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 175
- Views: 28564
Re: Friday Facts #443 - More Planet Deliveries
- the fluids have temperature but I don't think there is anything using that feature? I assuming you are not adding anything new with 2.1 so it will just become something only mods can use?
Technically there are two uses:
Steam comes in two variants - 150° steam from boilers and 500° steam from ...