Search found 106 matches
- 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”.
- 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 ...
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 ...
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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.
- 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.
- 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 ...
- 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?
Are the hot fluoroketone pipes too full, maybe?
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
Recyclers.jpg
Each recycler is set to “Read working”, and wired to its own dedicated belt segment ...
- 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 ...
Damaged items become ineligible for fulfilling logistic requests, only construction ghosts. (This might be hard to implement efficiently, and it ...
- 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 ...
- 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 ...
My solution is to use belts and direct insertion into rocket silos, so the science is ...