TL;DR: I would love adjustable day/night cycles for each planet.
The long read....
I love dealing with tougher challenges in this game. One mod I used a lot in 1.1 and earlier was adjusting the day/night cycle on Nauvis to make both days and nights longer. Longer nights stacked with other mods thst ...
Search found 376 matches
- Mon Jun 22, 2026 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Adjustable Day/Night Cycle Option
- Replies: 1
- Views: 126
- Sat Jun 13, 2026 5:09 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 377
- Views: 42042
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
How will the change make the game more fun for you?
It already is fun. I did and do not do the "Space Casino," so I am not reliant on it. This game requires puzzle solving and mathematics to push production and efficiency. Getting Legendary items easily is not part of the plan. I also play this ...
- Fri Jun 12, 2026 12:32 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 377
- Views: 42042
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Getting rid of the "Space Casino" is the best thing to see here. I always viewed it as a cheaty exploit and refused to ever do it.
The increase of quality trains is a welcome addition.
But man, I am still waiting to see graphical improvements for the Assembling Machines and the Refinery....
I ...
The increase of quality trains is a welcome addition.
But man, I am still waiting to see graphical improvements for the Assembling Machines and the Refinery....
I ...
- Sun Jun 07, 2026 1:22 am
- Forum: Not a bug
- Topic: [2.0.77] "Train Cannot Find Path" Warning Still Visible
- Replies: 2
- Views: 142
Re: [2.0.77] "Train Cannot Find Path" Warning Still Visible
I did not realize that was a thing! Thanks.Silari wrote: Sun Jun 07, 2026 1:13 am Looks like you have it pinned on the right there - alerts you pin won't go away.
- Sun Jun 07, 2026 1:19 am
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 20811
Re: Friday Facts #441 - Space logistics improvements
So there won't be planet backgrounds for space platforms? Ooh, this question is pretty relevant with platform transfers in action. Ships will obviously be able to transfer items while in orbit, but how will we know the ship is in orbit? The visible planets mod is going to be pretty mandatory so ...
- Sun Jun 07, 2026 1:08 am
- Forum: Not a bug
- Topic: [2.0.77] "Train Cannot Find Path" Warning Still Visible
- Replies: 2
- Views: 142
[2.0.77] "Train Cannot Find Path" Warning Still Visible
I had a train stuck due to the rails being destroyed down the line. To be specific, it was two rails on the ground and a rail ramp (going from elevated to ground); if that at all means anything. The train resumed its orders once the repairs were made, as expected.


- Fri Jun 05, 2026 12:29 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 20811
Re: Friday Facts #441 - Space logistics improvements
There have always been shadows at night. Just look at your factory/elevated rails/structures.mikiqex wrote: Fri Jun 05, 2026 12:23 pm I'm not sure about the launching rocket's shadow in the animation - firstly, it appears also during the night, and secondly, there is no space for shadows during rocket launch![]()
- Fri Jun 05, 2026 12:26 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 20811
Re: Friday Facts #441 - Space logistics improvements
These have always been there since the beginning.... you ok?Dimava wrote: Fri Jun 05, 2026 11:51 am Now I see diagonal rocket nozzles and can't unsee it![]()
06-05-2026, 14-48-12.png
- Fri May 08, 2026 11:54 pm
- Forum: Minor issues
- Topic: [2.0.76] Elevated Rail Shadows
- Replies: 3
- Views: 377
Re: [2.0.76] Elevated Rail Shadows
Thanks for the report however I don't believe we will be doing anything about this. This is yet another case of trying to fake 3D in a 2D game that just doesn't quite work right.
Thinking about this further after a couple days; what about having the shadow 'fade' along the ramp? Normal shade at ...
- Thu May 07, 2026 1:55 am
- Forum: Minor issues
- Topic: [2.0.76] Elevated Rail Shadows
- Replies: 3
- Views: 377
Re: [2.0.76] Elevated Rail Shadows
Yeah, I can understand that with this rail ramp. I know that you cast a shadow over the "lower" part of it but have no way of preventing that on the "upper" part of it. Just wanted to point it out just in case. 
- Wed May 06, 2026 11:41 pm
- Forum: Minor issues
- Topic: [2.0.76] Elevated Rail Shadows
- Replies: 3
- Views: 377
[2.0.76] Elevated Rail Shadows
What can be seen in the attached screenshot is that the elevated rails to the left are casting shadows onto the rail ramp to the right and not on the elevated curved rails. The break in shadows is clearly along the line of those two entities.


- Wed Jan 29, 2025 2:27 am
- Forum: Not a bug
- Topic: [2.0.33] Artillery Wagon Capacity 1
- Replies: 5
- Views: 1075
Re: [2.0.33] Artillery Wagon Capacity 1
Ok, so this works differently than what was in pre-2.0, whereas we had wagons with 100 slots. I just need to design my loading mechanisms to match how this works. Thank you.Rseding91 wrote: Wed Jan 29, 2025 2:23 amYesRocketManChronicles wrote: Wed Jan 29, 2025 1:37 am Does this mean 100 legendary (or any quality) shells can stack in that slot?
- Wed Jan 29, 2025 1:37 am
- Forum: Not a bug
- Topic: [2.0.33] Artillery Wagon Capacity 1
- Replies: 5
- Views: 1075
Re: [2.0.33] Artillery Wagon Capacity 1
Does this mean 100 legendary (or any quality) shells can stack in that slot?
- Wed Jan 29, 2025 1:31 am
- Forum: Not a bug
- Topic: [2.0.33] Artillery Wagon Capacity 1
- Replies: 5
- Views: 1075
[2.0.33] Artillery Wagon Capacity 1
The artillery Wagons can only carry one single artillery round. Unless I am missing something?
- Fri Nov 22, 2024 7:53 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 80128
Re: Friday Facts #438 - Space Age wrap up
Thank you for this game!
As a player that had 20,000+ hours in 1.1 and earlier (many modded and vanilla playthroughs), Space Age will keep me going towards 50,000+! You are the best game devs I have come across and certainly would have happily paid $60+ for each Factorio and Factorio: Space Age ...
As a player that had 20,000+ hours in 1.1 and earlier (many modded and vanilla playthroughs), Space Age will keep me going towards 50,000+! You are the best game devs I have come across and certainly would have happily paid $60+ for each Factorio and Factorio: Space Age ...
- Fri Nov 01, 2024 3:18 pm
- Forum: Not a bug
- Topic: [2.0.13] Inserter enable circuit condition not recognizing signal input
- Replies: 2
- Views: 1226
Re: [2.0.13] Inserter Enable Circuit Condition Not Recognizing Signal Input
Yes, the signal is coming from a chest.
But I do see what you are referring to. SO, it means I had the entity selected and not the capsule.... got it.
But I do see what you are referring to. SO, it means I had the entity selected and not the capsule.... got it.
- Fri Nov 01, 2024 10:26 am
- Forum: Not a bug
- Topic: [2.0.13] Inserter enable circuit condition not recognizing signal input
- Replies: 2
- Views: 1226
[2.0.13] Inserter enable circuit condition not recognizing signal input
This inserter is only supposed to be active when there are less than 400 Destroyer Capsules, the signal coming in is showing 1200, and the inserter is not disabled.
- Wed Oct 30, 2024 2:30 am
- Forum: Duplicates
- Topic: [2.0.11] No Quality for Red Circuit Making Electromagnetic Plant
- Replies: 3
- Views: 1592
Re: [2.0.11] No Quality for Red Circuit Making Electromagnetic Plant
Ok, I understand now. Thank you.
- Tue Oct 29, 2024 12:41 am
- Forum: Duplicates
- Topic: [2.0.11] No Quality for Red Circuit Making Electromagnetic Plant
- Replies: 3
- Views: 1592
[2.0.11] No Quality for Red Circuit Making Electromagnetic Plant
The tool tip window is showing zero Quality improvement unlike the Blue Circuit making Electromagnetic Plant below it.
Also, how are 5 Quality Module 2's only adding up to 2.2% if each are 2%?
Also, how are 5 Quality Module 2's only adding up to 2.2% if each are 2%?
- Fri Oct 18, 2024 11:42 am
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 72163
Re: Friday Facts #433 - Liftoff Initiated
I love all of this expansion; so much to look forward to! But....
One thing I am so disappointed on.... the Assembling Machine. Not only does it not get a graphics update, but it also got zero love through 4 more years of development. This one machine that is so numerous in factories looks so out ...
One thing I am so disappointed on.... the Assembling Machine. Not only does it not get a graphics update, but it also got zero love through 4 more years of development. This one machine that is so numerous in factories looks so out ...