Search found 313 matches

by FasterJump
Fri Oct 09, 2026 1:40 am
Forum: Releases
Topic: Version 2.1.21
Replies: 65
Views: 13284

Re: Version 2.1.21


Thrusters needed to be placed with zero space in-between in either a \ or / with one tile of width dedicated to piping in the fuel/oxidizer.


Actually you can squeeze 25% more thrusters if you don't have a gap between them (f you really need the marginal speed gain).

10-09-2026, 14-46-08.png ...
by FasterJump
Wed Oct 07, 2026 11:20 pm
Forum: General discussion
Topic: Factorio gameplay critique
Replies: 18
Views: 2233

Re: Factorio gameplay critique

Aiming for exact ratios is chasing rainbows. Due to rounding errors, machines will be either slightly too fast, or slightly not fast enough. Either backed up belts, or insufficient throughput belts.

if Factorio, it's a good idea to always produce more than you need, be it by +1%, +25%, +300%. This ...
by FasterJump
Wed Oct 07, 2026 2:08 am
Forum: Releases
Topic: Version 2.1.21
Replies: 65
Views: 13284

Re: Version 2.1.21

I did some testings with my promethium ship configurations. Stats: 30 tiles wide, 380 tons, 3 thrusters (1 legendary and 2 epic) throttled based on tank/pipeline volume.
My top speeds were previously 240km/s or 280 km/s in 2.1.20
In 2.1.21, my top speeds became 207km/s or 238km/s. That's around 15 ...
by FasterJump
Tue Oct 06, 2026 10:38 pm
Forum: Releases
Topic: Version 2.1.21
Replies: 65
Views: 13284

Re: Version 2.1.21

Nice update, the decision to change drag is interesting, and I welcome new circuit options.


Minor Features

Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.



How about enabling pipetted items (or ghost items) to ...
by FasterJump
Fri Aug 07, 2026 9:00 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.1.12] Expansion party worms spawn too close to wall and destroy defenses
Replies: 7
Views: 5966

Re: [Klonan] [2.1.12] Expansion party worms spawn too close to wall and destroy defenses

if not using artillery, legendary rocket turrets also out-ranges behemoth worms by 6 tiles (range 54 vs range 48).
by FasterJump
Fri Jul 10, 2026 12:23 am
Forum: Ideas and Suggestions
Topic: Mixed quality crafting
Replies: 9
Views: 1290

Re: Mixed quality crafting



deciding which ones to use for the craft.


There's different strategies that a crafting machine could use (i.e. lowest first, highest first, non-mixed first), but I think the most intuitive here would be to use the higher quality ingredients first. You typically want a machine to craft the ...
by FasterJump
Tue Jul 07, 2026 10:22 am
Forum: Ideas and Suggestions
Topic: Mixed quality crafting
Replies: 9
Views: 1290

Re: Mixed quality crafting

The issue with this approach is handling ingredients in 5 different stacks, each. Also, deciding which ones to use for the craft.

But I agree, it would have been easier to use quality.
by FasterJump
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: 238

[2.1.9] Planted tree overlap on machine, preventing pasting blueprint for settings

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 ...
by FasterJump
Tue Jun 30, 2026 10:31 pm
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 30
Views: 11458

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 ...
by FasterJump
Sun Jun 28, 2026 10:19 am
Forum: Assigned
Topic: [raiguard][2.1.8] Fluid is not shared evenly
Replies: 72
Views: 24737

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 ...
by FasterJump
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: 647

[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 ...
by FasterJump
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: 4010

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 ...
by FasterJump
Fri Jun 19, 2026 12:29 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 177
Views: 45019

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 ...
by FasterJump
Fri Jun 19, 2026 10:38 am
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 271
Views: 49114

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 ...
by FasterJump
Sun Jun 14, 2026 8:48 am
Forum: Balancing
Topic: Increase Accumulator Maximum Output Rate
Replies: 30
Views: 11458

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 ...
by FasterJump
Sat Jun 13, 2026 11:45 am
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 271
Views: 49114

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 ...
by FasterJump
Sat Jun 13, 2026 11:26 am
Forum: General discussion
Topic: Please, DO NOT remove space casino
Replies: 271
Views: 49114

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 ...
by FasterJump
Sat Jun 13, 2026 10:56 am
Forum: News
Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
Replies: 388
Views: 79485

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 ...
by FasterJump
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: 1861

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 ...
by FasterJump
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: 1861

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.
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06-13-2026, 15-31-45.png (250.9 KiB) Viewed 1113 times

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