Search found 313 matches
- 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 ...
- 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 ...
if Factorio, it's a good idea to always produce more than you need, be it by +1%, +25%, +300%. This ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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).
- 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 ...
- 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.
But I agree, it would have been easier to use quality.
- 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 ...
The tree was planted before [2.1] so maybe the seed/tree hitbox was smaller than in the current version.
The beacons are also ...
- 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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 ...
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: 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.