Search found 150 matches
- Mon Feb 09, 2026 8:59 am
- Forum: Ideas and Suggestions
- Topic: Fulgora enemy threat
- Replies: 4
- Views: 322
Re: Fulgora enemy threat
I think it's nice that different planets are indeed different. Not all of them need enemys.
- Tue Feb 03, 2026 9:53 am
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 1061
Re: "From Scratch" achievement for each new planet (except Aquilo)
No bots allowed sounds most resonable to me. Even without thinking of the possibility to chuck them in a recycler to effectivley import a whole lot of things other then "just construction bots"...
On my first playthrough I thought you needed a landing pad to drop anything from orbit, so I did ...
On my first playthrough I thought you needed a landing pad to drop anything from orbit, so I did ...
- Wed Jan 07, 2026 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 1077
Re: Saving Productivity per Recipe
If it feels punishing to use your brain, use it some more and set the switching to happen only when enough cycles has be produced to gain the extra product. Should be possible with some more circuit magic. I don't know exacly how mind you, but I sure it's possible.
"
Solving no Task will ...
- Wed Jan 07, 2026 7:27 am
- Forum: Ideas and Suggestions
- Topic: Saving Productivity per Recipe
- Replies: 15
- Views: 1077
Re: Saving Productivity per Recipe
If it feels punishing to use your brain, use it some more and set the switching to happen only when enough cycles has be produced to gain the extra product. Should be possible with some more circuit magic. I don't know exacly how mind you, but I sure it's possible.
- Mon Jan 05, 2026 6:35 am
- Forum: General discussion
- Topic: Lightning Collector vs. Lightning Rod
- Replies: 11
- Views: 6989
Re: Lightning Collector vs. Lightning Rod
So how about adding upgrading lightning rods -> collector as a mod? I think all what needs to be changed is to add next_upgrade="lightning-collector" to the rod item entity and then an upgrade planer can find it?
Considering they have different fotprints (1x1 vs 2x2) I'm guessing that would be ...
- Tue Dec 09, 2025 6:06 am
- Forum: Ideas and Suggestions
- Topic: Solenoid valve
- Replies: 6
- Views: 847
Re: Solenoid valve
Isn't that what the pump allready does?
- Thu Nov 06, 2025 11:33 am
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 11392
Re: Make promethium spoil, and quickly
I collect promethium in cargobays on my ship, not belts. Is it "efficient"? Probobly not. Do I care? Not at all.
I bring the prometium back to Nauvis where it's dumped to the surface, then it's shiped up to a different platform that does the science. Again, not efficient, but its my way and I like ...
I bring the prometium back to Nauvis where it's dumped to the surface, then it's shiped up to a different platform that does the science. Again, not efficient, but its my way and I like ...
- Wed Oct 22, 2025 5:06 am
- Forum: Gameplay Help
- Topic: [QoL] Logistic - Set item demand from blueprint [CLOSED]
- Replies: 3
- Views: 461
Re: [QoL] Logistic - Set item demand from blueprint
Try clicking "Add section" with your blueprint in hand.
- Wed Oct 15, 2025 5:30 am
- Forum: Gameplay Help
- Topic: Circutry for dynamic quality crafting
- Replies: 2
- Views: 512
Re: Circutry for dynamic quality crafting
Thanks, I finaly got it to work. It took quit a bit of hair pulling and youtube clips of smart people trying to explain various memmory cells and latches, but I did get there in the end 
- Tue Oct 14, 2025 6:16 am
- Forum: Gameplay Help
- Topic: Circutry for dynamic quality crafting
- Replies: 2
- Views: 512
Circutry for dynamic quality crafting
settup.jpg
Forgive my lack of paint skills, I hope with the explanation below it makes sense.
- Assembling machine and recycler both have quality modules.
- Assembling machine set to "Set recipe".
- Requester chest set to "Read contents" and requests material for crafting common artillery ...
Forgive my lack of paint skills, I hope with the explanation below it makes sense.
- Assembling machine and recycler both have quality modules.
- Assembling machine set to "Set recipe".
- Requester chest set to "Read contents" and requests material for crafting common artillery ...
- Mon Oct 13, 2025 6:00 am
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 11653
Re: Fish healing + put them back in water
You can drop them in the red water on Vulcanus. They even revard you with a happy "Pffft" sound when you do.
- Fri Sep 19, 2025 4:37 am
- Forum: Ideas and Suggestions
- Topic: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously
- Replies: 5
- Views: 1013
Re: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously
I have one of the keys pressed constatnly while taping the other repeatedly makeing their predictions allways way of. If there was forced canceling I'd have to actualy shift which key to press and risk not being in motion for a tick or two and thus get gooed by the worms/spitters.
I don't ...
- Thu Sep 18, 2025 11:14 am
- Forum: Ideas and Suggestions
- Topic: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously
- Replies: 5
- Views: 1013
Re: WASD Movement Canceling When Opposite Directions Are Pressed Simultaneously
Sounds like a good accessability feature, just make it optional.
For me personaly I find this non cancelling very usefull when fighting worms, I have one of the keys pressed constatnly while taping the other repeatedly makeing their predictions allways way of. If there was forced canceling I'd have ...
For me personaly I find this non cancelling very usefull when fighting worms, I have one of the keys pressed constatnly while taping the other repeatedly makeing their predictions allways way of. If there was forced canceling I'd have ...
- Wed Sep 10, 2025 10:35 am
- Forum: Gameplay Help
- Topic: Coal Liquefaction
- Replies: 9
- Views: 1529
Re: Coal Liquefaction
My gues would be that the spliters are triping you up. The inserters will pull from the top lane while the bottom lane will backup and prevent new coal from flowin in to that lane. So the througput of the red belt is artificialy reduced.
Try pulling directly from the belt without the spliters (long ...
Try pulling directly from the belt without the spliters (long ...
- Thu Aug 28, 2025 5:44 am
- Forum: Ideas and Suggestions
- Topic: Belt Imunity rework if not redone
- Replies: 7
- Views: 1448
Re: Belt Imunity rework if not redone
There sure are. I've never bothered with belt immunity (but I like that it exists as an option for thouse who want it), I often use the belts to run a bit faster around my base. Obviously this is mostly early game as remotview soon removes the need to move at all.
You say you never "bothered ...
- Tue Aug 26, 2025 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Belt Imunity rework if not redone
- Replies: 7
- Views: 1448
Re: Belt Imunity rework if not redone
Only downside of not having a separate button for it would be that if anyone actually doesn't want belt immunity. Period.
Are there any such people? I know some people just don't bother equipping it but do they actually like being affected by belts all the time?
There sure are. I've never ...
- Tue Aug 26, 2025 5:27 am
- Forum: Ideas and Suggestions
- Topic: Show range on existing mining drills when the player holds a drill
- Replies: 1
- Views: 461
Re: Show range on existing mining drills when the player holds a drill
Sounds good to me. I often find my self musing over a big mining drill and try to find a good landmark to focus on at the edge of its range befor I switch over to trying to place the next drill. This would help with that (very mild but still) annoyance.
- Mon Aug 25, 2025 11:11 am
- Forum: Ideas and Suggestions
- Topic: Atomic bomb should destroy ore patches in the explosion area
- Replies: 15
- Views: 2531
Re: Atomic bomb should destroy ore patches in the explosion area
Personaly I use a-bombs so infrequently allready (artillery + PLDs in relevant quantity solves most of my biter problems), no need to make me hesitate the few times it happens.
- Fri Aug 22, 2025 10:42 am
- Forum: Ideas and Suggestions
- Topic: Beacon range in factoriopedia
- Replies: 3
- Views: 601
Re: Beacon range in factoriopedia
My bad, I though you where talking about the wiki.factorio.com not the ingame wiki.
- Fri Aug 22, 2025 5:49 am
- Forum: Ideas and Suggestions
- Topic: Beacon range in factoriopedia
- Replies: 3
- Views: 601
Re: Beacon range in factoriopedia
Isn´t "Supply area" the range (9x9)? It's not expresed as a radius (makes sense as its a square not a circle), but it is there.