Search found 106 matches

by kpreid
Sun Jun 21, 2026 2:00 pm
Forum: General discussion
Topic: Title screen
Replies: 5
Views: 561

Re: Title screen

The uncondensed form of “multiplayer” would be “multiple players”. But the current state of English is that “multiplayer” is what is idiomatic to write in this context, and there is no corresponding compound word for “single-player”.
by kpreid
Thu Jun 18, 2026 11:47 pm
Forum: Ideas and Suggestions
Topic: [QoL] Decon planner - Split out trees and rocks into two options
Replies: 2
Views: 206

Re: [QoL] Decon planner - Split out trees and rocks into two options

I have a suggestion for a different way of solving this problem.

You can already create deconstruction planners for trees only or rocks only (or Fulgoran ruins only) by setting filters. However, it’s tedious to do this because you have to pick each type. Therefore, I suggest that the game allow ...
by kpreid
Wed Jun 17, 2026 3:02 pm
Forum: Ideas and Suggestions
Topic: Separate Save and Steam Achievements for 2.1
Replies: 3
Views: 649

Re: Separate Save and Steam Achievements for 2.1

Yes, please! I keep being vaguely surprised Factorio doesn't already do this.
by kpreid
Fri Jun 05, 2026 4:24 pm
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 126
Views: 21819

Re: Friday Facts #441 - Space logistics improvements

Platform-to-platform transfers are going to be great for upgrading existing space platforms with new buildings like quality asteroid collectors — you’ll be able to load them up into one platform that visits all the planets your other platforms visit, instead of having to either redirect your ...
by kpreid
Fri May 22, 2026 5:42 am
Forum: Gameplay Help
Topic: Platform isn't dropping requested cargo to the planet
Replies: 1
Views: 525

Re: Platform isn't dropping requested cargo to the planet

The problem is your “Platform Spare Parts” logistic group, which contains a request for turbo belts from Nauvis . That stops the belts from being dropped to Nauvis.

If a platform has a request for an item from the current planet, the platform won’t use its stock of that item to fulfill requests ...
by kpreid
Mon May 11, 2026 2:59 pm
Forum: Gameplay Help
Topic: Uncommon+ Satellite ROI?
Replies: 10
Views: 1496

Re: Uncommon+ Satellite ROI?


Does the satellite even have quality tiers? None are listed on the Satellite or Quality pages of the wiki.


I just confirmed using a quick /editor setup. You can make a quality satellite with quality modules (or quality ingredients, of course) and when you launch a quality satellite, you get ...
by kpreid
Thu Dec 18, 2025 4:10 pm
Forum: Gameplay Help
Topic: Help me with continuous raise and fall in science maker
Replies: 2
Views: 572

Re: Help me with continuous raise and fall in science maker

It will smooth out when you have more labs.
by kpreid
Sun Nov 23, 2025 12:14 am
Forum: Gameplay Help
Topic: Fluctuating power with Fusion
Replies: 5
Views: 1176

Re: Fluctuating power with Fusion

Yes, since it’s a closed system, you don't need any ongoing supply of fluoroketone. The only need for new fluoroketone is if you deconstruct the pipes or fusion buildings and lose fluid that way.
by kpreid
Sat Nov 22, 2025 4:28 pm
Forum: Gameplay Help
Topic: Fluctuating power with Fusion
Replies: 5
Views: 1176

Re: Fluctuating power with Fusion


Is that a thing? I thought that the fluoroketone gets replaced at the same rate as it is used, so this wouldn't be a factor.


Factorio is a simulation that necessarily works in discrete time steps and discrete quantities. The fluoroketone cooling recipe works on 10 fluid-units at a time, so if ...
by kpreid
Sat Nov 22, 2025 6:11 am
Forum: Gameplay Help
Topic: Fluctuating power with Fusion
Replies: 5
Views: 1176

Re: Fluctuating power with Fusion

Pictures?

Are the hot fluoroketone pipes too full, maybe?
by kpreid
Sun Nov 16, 2025 4:03 pm
Forum: Ideas and Suggestions
Topic: Show tree pollution absorption in-game
Replies: 0
Views: 387

Show tree pollution absorption in-game

Summary
Factoriopedia shows pollution absorption of tiles, but not trees. Something should show pollution absorption of trees.


What?
There are two main absorbers of pollution (without Space Age / in the early game of SA): tiles and trees. However, nothing in-game tells players that trees ...
by kpreid
Fri Oct 31, 2025 11:53 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 526
Views: 456766

Re: 3 and 4 way intersections

I just discovered this thread and thought I’d share a design I recently came up with for a small 3-way intersection using elevated rails. I tend to build densely, so my biggest train problem is having enough room to fit all the intersections and stations far enough apart from each other and the ...
by kpreid
Thu Oct 09, 2025 4:24 pm
Forum: Duplicates
Topic: Spoiled first does not work on space station
Replies: 12
Views: 2708

Re: Spoiled first does not work on space station


Fun fact, you can technically turn off the character's inventory sorting, but I haven't seen a single person do so.


I sometimes turn sorting off in order to set up inventory filters, which requires that there not already be a different item sorted into the slot I am filtering.

(Now you're ...
by kpreid
Sat Sep 13, 2025 4:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.66] Shoreline graphic broken placing stone brick on foundation
Replies: 2
Views: 972

Re: [2.0.66] Shoreline graphic broken placing stone brick on foundation

Looks like the foundation tiles next to the water are drawing corners on top of the stone brick, that should instead be either underneath the stone brick or hidden entirely.
by kpreid
Fri Aug 29, 2025 3:34 pm
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 10
Views: 6470

Re: Make your recyclers stack their outputs!

I used to put quality modules in all my Fulgora recyclers, but I found that the high quality items were taking away capacity from everything I wanted to do with normal-quality items. Perhaps they would be valuable if I split all my various production lines to support intermediate quality inputs, but ...
by kpreid
Fri Aug 29, 2025 3:15 am
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 10
Views: 6470

Re: Make your recyclers stack their outputs!

The recycler will only use the output slot corresponding to the position of that product in the recycling recipe — and so the recycler has 12 output slots because the scrap recycling recipe has 12 products. I don’t recall whether it was in FFF or the forum, but someone from Wube said that this is an ...
by kpreid
Thu Aug 28, 2025 3:10 am
Forum: Show your Creations
Topic: Make your recyclers stack their outputs!
Replies: 10
Views: 6470

Make your recyclers stack their outputs!

Recyclers are capable of placing item stacks onto belts, but they won't if the belt is not backed up. This wastes belt capacity. Here’s a simple trick to make recyclers output mostly full stacks:

Recyclers.jpg


Each recycler is set to “Read working”, and wired to its own dedicated belt segment ...
by kpreid
Mon Jul 28, 2025 7:09 pm
Forum: Gameplay Help
Topic: How to get rid of item less than 100% health?
Replies: 21
Views: 6035

Re: How to get rid of item less than 100% health?

I feel like the game ought to offer some improvements in this area, to keep things “automatable”. Here are a couple of options that come to mind:


Damaged items become ineligible for fulfilling logistic requests, only construction ghosts. (This might be hard to implement efficiently, and it ...
by kpreid
Tue Jul 22, 2025 2:44 pm
Forum: Gameplay Help
Topic: Logistics bots not taking short paths for loading rockets?
Replies: 10
Views: 2127

Re: Logistics bots not taking short paths for loading rockets?


I was under the impression that the order in which the silos are used for orbital request is fairly straightforward : the first silo built has priority, if busy then the 2nd then the 3rd and so on


I didn’t say it wasn’t predictable; I said it wasn’t smart, that is, it doesn’t choose the ...
by kpreid
Tue Jul 22, 2025 2:33 pm
Forum: Gameplay Help
Topic: Logistics bots not taking short paths for loading rockets?
Replies: 10
Views: 2127

Re: Logistics bots not taking short paths for loading rockets?

I have seen this too. The problem isn't the bots themselves but which rocket silos are chosen to translate the orbital logistic requests into ground logistics requests; there doesn't seem to be any smarts to it.

My solution is to use belts and direct insertion into rocket silos, so the science is ...

Go to advanced search