I was copying and pasting lamps (over the same lamps) just to change the color. However, I cannot paste a lamp above this existing lamp, due to the tree being too close.
The tree was planted before [2.1] so maybe the seed/tree hitbox was smaller than in the current version.
The beacons are also ...
Search found 306 matches
- Fri Jul 03, 2026 10:37 am
- Forum: Not a bug
- Topic: [2.1.9] Planted tree overlap on machine, preventing pasting blueprint for settings
- Replies: 1
- Views: 99
- Tue Jun 30, 2026 10:31 pm
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 24
- Views: 7937
Re: Increase Accumulator Maximum Output Rate
Counterpoints:
In real life, power demand is regulated by power generators (turbines, etc.), not by accumulators. Also, buffing accumulators too much may create an imbalance between solar panels and accumulator ratio, in common setups.
A good middle ground could be: keeping the capacity and Max ...
In real life, power demand is regulated by power generators (turbines, etc.), not by accumulators. Also, buffing accumulators too much may create an imbalance between solar panels and accumulator ratio, in common setups.
A good middle ground could be: keeping the capacity and Max ...
- Sun Jun 28, 2026 10:19 am
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 51
- Views: 6933
Re: [raiguard][2.1.8] Fluid is not shared evenly
Unpopular opinion: those complaining are the vocal minority / sheep effect.
To those having a problem with how it works in 2.1.8, let's consider this angle: If you are producing enough fluid, your fluid systems will be at least 10% full, and no machine will starve. Heck, it could even be 97.4 ...
To those having a problem with how it works in 2.1.8, let's consider this angle: If you are producing enough fluid, your fluid systems will be at least 10% full, and no machine will starve. Heck, it could even be 97.4 ...
- Wed Jun 24, 2026 8:13 am
- Forum: Not a bug
- Topic: [2.1.7] Laser turret inconsistent behavior: power consumption, double beam
- Replies: 2
- Views: 416
[2.1.7] Laser turret inconsistent behavior: power consumption, double beam
Update: this also happens in 2.0.76. The power consumption increases with the shooting speed. However, it doesn't explain why the power spikes are not matching the turret's attack, and the double/triple beam when attacking large asteroids.
What did you do?
Space plateform cruising just after ...
What did you do?
Space plateform cruising just after ...
- Sat Jun 20, 2026 12:28 am
- Forum: General discussion
- Topic: 2.1: Kovarex hinted an achievement for getting all achievements in the same run
- Replies: 9
- Views: 2221
2.1: Kovarex hinted an achievement for getting all achievements in the same run
In April 2025, Kovarex hinted a bunch of new achievements for 2.1, or an achievement for getting all achievements in the same run and/or a 100% run mode.
https://forums.factorio.com/viewtopic.php?p=669490#p669490
I agree that this would be very fulfilling for hardcore gamers (or professionals): the ...
https://forums.factorio.com/viewtopic.php?p=669490#p669490
I agree that this would be very fulfilling for hardcore gamers (or professionals): the ...
- Fri Jun 19, 2026 12:29 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 28961
Re: Friday Facts #443 - More Planet Deliveries
Love all the new features and graphics!
The infinite research! The circuit options, the Landing pad unloading bay, the planets! The new Oil refinery, graphics, the new Assembling machine (we were so used to that basic box, looks much better now!)
Hopefully some minor QOL features will still be ...
The infinite research! The circuit options, the Landing pad unloading bay, the planets! The new Oil refinery, graphics, the new Assembling machine (we were so used to that basic box, looks much better now!)
Hopefully some minor QOL features will still be ...
- Fri Jun 19, 2026 10:38 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 238
- Views: 20058
Re: Please, DO NOT remove space casino
You can use asteroid productivity research, with the 20% asteroid output in the normal crushing recipes. With enough research, you reach the same 80% output...
So there you go.
(although I think asteroid productivity shouldn't increase the chance of asteroid chunk output, that's like having ...
So there you go.
(although I think asteroid productivity shouldn't increase the chance of asteroid chunk output, that's like having ...
- Sun Jun 14, 2026 8:48 am
- Forum: Balancing
- Topic: Increase Accumulator Maximum Output Rate
- Replies: 24
- Views: 7937
Re: Increase Accumulator Maximum Output Rate
Even before Space Age, I had to build tons of accumulators to handle nuclear / grid demand. The ratio transmission / capacity has always been a bit low.
Especially given that 1 turbine = 20 accu (power transmission), and given that nights on most planets are shorter than days, I think that doubling ...
Especially given that 1 turbine = 20 accu (power transmission), and given that nights on most planets are shorter than days, I think that doubling ...
- Sat Jun 13, 2026 11:45 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 238
- Views: 20058
Re: Please, DO NOT remove space casino
If you optimize your recycling loops, you can get closer to 1 legendary per 21 item consumed for cryogenic plant and 1:37 for EM plant, without any productivity research.
https://wiki.factorio.com/Tutorial:Quality_upcycling_math
With productivity research (blue circuit, LDS) you can get almost 1 ...
https://wiki.factorio.com/Tutorial:Quality_upcycling_math
With productivity research (blue circuit, LDS) you can get almost 1 ...
- Sat Jun 13, 2026 11:26 am
- Forum: General discussion
- Topic: Please, DO NOT remove space casino
- Replies: 238
- Views: 20058
Re: Please, DO NOT remove space casino
Using quality modules when reprocessing asteroid (AKA "space casino") rolls quality while only removing 20% of the resource, unlike the intended method, which normally removes approx. 50% of the resource per quality roll.
Minus 20% vs 50% per quality roll (or 35-45% if using foundry/EM plant ...
Minus 20% vs 50% per quality roll (or 35-45% if using foundry/EM plant ...
- Sat Jun 13, 2026 10:56 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 385
- Views: 46481
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I love the changes, all of them. (And I think blue circuit shuffle is even stronger than LDS shuffle, as it allows to get 1 legendary green/red circuits per normal green/red circuit, or 30-40% legendary iron plate and 10-15% legendary copper plate per normal iron & copper).
What diagram software ...
What diagram software ...
- Sat Jun 13, 2026 8:28 am
- Forum: Ideas and Suggestions
- Topic: Force machine recipe based on item or ghost in hand.
- Replies: 12
- Views: 1154
Re: Force machine recipe based on item or ghost in hand.
Currently, it is working for circuit (constant combinator), filters (inserters), etc..
In this screenshot, I can "drop" the held ghost (or item) in the circuit slot, but I cannot drop it in the recipe slot (because there is no recipe slot, really I would like to drop it in the bug UI on the left ...
In this screenshot, I can "drop" the held ghost (or item) in the circuit slot, but I cannot drop it in the recipe slot (because there is no recipe slot, really I would like to drop it in the bug UI on the left ...
- Sat Jun 13, 2026 3:32 am
- Forum: Ideas and Suggestions
- Topic: Force machine recipe based on item or ghost in hand.
- Replies: 12
- Views: 1154
Re: Force machine recipe based on item or ghost in hand.
The way I see it, it would only update the recipe if the item/ghost is dropped in the checkbox area.
- Thu Jun 11, 2026 10:26 am
- Forum: Ideas and Suggestions
- Topic: Force machine recipe based on item or ghost in hand.
- Replies: 12
- Views: 1154
Re: Force machine recipe based on item or ghost in hand.
It wouldn't need a shortcut. We would just "click" to drop the held ghost into the machine, setting its recipe.
- Thu Jun 11, 2026 9:56 am
- Forum: Ideas and Suggestions
- Topic: Quality Flamethrower Turrets Aren't Actually An Upgrade
- Replies: 10
- Views: 962
Re: Quality Flamethrower Turrets Aren't Actually An Upgrade
How about projectile speed upgrades?
- Sat Jun 06, 2026 12:00 am
- Forum: Ideas and Suggestions
- Topic: Force machine recipe based on item or ghost in hand.
- Replies: 12
- Views: 1154
Re: Force machine recipe based on item or ghost in hand.
I would like to follow up on OP suggestion, as I often find myself with a ghost in hand and having to browse the machine recipe tabs to select that exact same icon I have in hand (ghost item).
Would there be any downside to this QOL feature? I would really like to have a developer thought, and ...
Would there be any downside to this QOL feature? I would really like to have a developer thought, and ...
- Fri Jun 05, 2026 11:46 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 22031
Re: Friday Facts #441 - Space logistics improvements
I Really like the mixed payload feature.
In 2.0 I used combinators to decide which material should go on the rocket, but it was a pain to keep the inventory clean, especially when multiple platforms are in orbit at the same time. My current circuit logic kind of work 90% of the time, but these 10 ...
In 2.0 I used combinators to decide which material should go on the rocket, but it was a pain to keep the inventory clean, especially when multiple platforms are in orbit at the same time. My current circuit logic kind of work 90% of the time, but these 10 ...
- Fri Feb 20, 2026 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Cliffs: Make it even more useful
- Replies: 1
- Views: 488
Cliffs: Make it even more useful
Recently, cliffs have been improved: longer, can sometimes spawn between lakes... to make it potentially useful for defense. In my default save, I have been able to use many lakes for defense, but only one small cliff.
I suggest to make the cliffs more useful:
Longer
With less gaps
Triple ...
I suggest to make the cliffs more useful:
Longer
With less gaps
Triple ...
- Sat Oct 25, 2025 3:27 am
- Forum: News
- Topic: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
- Replies: 72
- Views: 40253
Re: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
Congrats!
Yes to bigger/breaking changes, go wild! I don't mind if some of my assembly lines needs to be redone (I just hope that space plateform designs will not become instantly obsolete, except those abusing quality asteroids). Maybe allowing machines to use ANY quality of ingredients as input ...
Yes to bigger/breaking changes, go wild! I don't mind if some of my assembly lines needs to be redone (I just hope that space plateform designs will not become instantly obsolete, except those abusing quality asteroids). Maybe allowing machines to use ANY quality of ingredients as input ...
- Wed Oct 01, 2025 10:37 am
- Forum: Off topic
- Topic: [Game engine] - Hex grid
- Replies: 2
- Views: 2299
[Game engine] - Hex grid
Hi Developers,
Have you thought of developing a hexagonal-based version of Factorio game engine, for modders?
I imagine that many things are hard-coded for a classic orthoganal 2D grid, and would be very hard to adapt to a hex grid. It may be a better idea to leave this idea to the community to ...
Have you thought of developing a hexagonal-based version of Factorio game engine, for modders?
I imagine that many things are hard-coded for a classic orthoganal 2D grid, and would be very hard to adapt to a hex grid. It may be a better idea to leave this idea to the community to ...