Search found 21 matches
- Fri Jul 11, 2025 7:58 pm
- Forum: Ideas and Suggestions
- Topic: Power generator circuit connections
- Replies: 4
- Views: 352
Re: Power generator circuit connections
There's no way to do this - well, there might be but it's far too complicated if there is - using the accumulator readouts.
It can be accomplished with a single decider. (A < T1) or (S > 0 and A < T2) -> 1 S, with the output fed back into the input. T1 is your low power threshold and T2 is ...
- Sat Jun 28, 2025 11:06 am
- Forum: Ideas and Suggestions
- Topic: Power generator circuit connections
- Replies: 4
- Views: 352
Power generator circuit connections
TL;DR
I'd like to be able to read the current power output of a generator as a percentage using the circuit network.
What?
I want to be able to do logical control based on the factory's present power usage. There's no way to do this - well, there might be but it's far too complicated if there ...
I'd like to be able to read the current power output of a generator as a percentage using the circuit network.
What?
I want to be able to do logical control based on the factory's present power usage. There's no way to do this - well, there might be but it's far too complicated if there ...
- Wed Feb 05, 2025 6:05 am
- Forum: Technical Help
- Topic: Crashes to desktop on load
- Replies: 2
- Views: 272
Re: Crashes to desktop on load
A system restart did fix the problem at least temporarily, will report back if it recurs again (this report is the first recurrence).
- Wed Feb 05, 2025 5:53 am
- Forum: Technical Help
- Topic: Crashes to desktop on load
- Replies: 2
- Views: 272
Crashes to desktop on load
I am getting a "Failed to load texture" error and CTD when trying to load the game.
Attempted a full reinstall, and now I get a full-on crash when trying to load the game.
Logs are attached!
Attempted a full reinstall, and now I get a full-on crash when trying to load the game.
Logs are attached!
- Sat Jan 25, 2025 10:04 pm
- Forum: Duplicates
- Topic: Spitters getting stuck in forests
- Replies: 1
- Views: 256
Spitters getting stuck in forests
On more recent versions, I have found that spitters keep getting stuck in forests, barfing at a random tree until the end of time. This is a problem as expanding past them is risky.
Not seen this before, seems to be new behaviour, and probably not intentional?
Not seen this before, seems to be new behaviour, and probably not intentional?
- Sun May 31, 2020 7:57 pm
- Forum: Technical Help
- Topic: Need help with setting up a DS
- Replies: 2
- Views: 1288
Re: Need help with setting up a DS
That worked. Thanks for taking the time to help me out 

- Sun May 31, 2020 2:01 pm
- Forum: Technical Help
- Topic: Need help with setting up a DS
- Replies: 2
- Views: 1288
Need help with setting up a DS
Hi,
I am trying to set up a dedicated server using the Windows command line. I am following this set of instructions;
https://wiki.factorio.com/index.php?title=Multiplayer
However, it isn't working. I am not an expert with the Windows command line and I am clearly missing something. Attached here ...
I am trying to set up a dedicated server using the Windows command line. I am following this set of instructions;
https://wiki.factorio.com/index.php?title=Multiplayer
However, it isn't working. I am not an expert with the Windows command line and I am clearly missing something. Attached here ...
- Thu Dec 12, 2019 8:20 pm
- Forum: Gameplay Help
- Topic: Bug or feature?
- Replies: 2
- Views: 1503
Bug or feature?
Question;
I have just experienced a confusing issue where an assembler making satellites using resources imported to a requester chest then loaded using an inserter would get "jammed".
The assembler's output was not blocked, and it was missing inputs, yet the inserter was static.
Careful ...
I have just experienced a confusing issue where an assembler making satellites using resources imported to a requester chest then loaded using an inserter would get "jammed".
The assembler's output was not blocked, and it was missing inputs, yet the inserter was static.
Careful ...
- Sun Nov 17, 2019 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Change font colours in new infoboxes
- Replies: 0
- Views: 815
Change font colours in new infoboxes
I find the new information boxes to be visually nice, but since their introduction, I have been struggling to find the data I need.
It would be helpful (and I presume a simple change) if the information titles (status, crafting speed, products finished, pollution, health etc) were a different ...
It would be helpful (and I presume a simple change) if the information titles (status, crafting speed, products finished, pollution, health etc) were a different ...
- Fri Apr 19, 2019 6:18 am
- Forum: Duplicates
- Topic: Infinite building range for rails
- Replies: 2
- Views: 1458
Infinite building range for rails
Hi,
One of the recent changes to the rail build logic seems to have given me the ability to build rails out of my inventory at infinite range. When I am building rail ghosts in map mode, building off existing rails with shift click, taking my finger off shift seems to revert to direct placement ...
One of the recent changes to the rail build logic seems to have given me the ability to build rails out of my inventory at infinite range. When I am building rail ghosts in map mode, building off existing rails with shift click, taking my finger off shift seems to revert to direct placement ...
- Sun Apr 14, 2019 4:35 pm
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 4852
Re: Question on optimisation
Orzelek, the answer to your question is yes, materials are constantly moving through the storage. vanatteveldt has nailed the issue with his statement. I have separated the matrix up so that belts can load at three intermediate points in the storage, hence reducing the number of inserters that ...
- Sun Apr 14, 2019 9:09 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 4852
Re: Question on optimisation
Much as I appreciate the gameplay advice, that is all stuff that I already know and it isn't related to the question I asked.
I don't mean to be rude but I am interested in the topic and I don't want the thread to be buried under off-topic replies. Please keep this as a thread on optimisation and ...
I don't mean to be rude but I am interested in the topic and I don't want the thread to be buried under off-topic replies. Please keep this as a thread on optimisation and ...
- Sun Apr 14, 2019 8:45 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 4852
Re: Question on optimisation
Great idea, and normally that's how I'd be doing it. But I want to avoid having to build over resource patches, so I need to mine areas out and store the resources. Plus, I want my production spikes to potentially be quite long.
- Sun Apr 14, 2019 8:20 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 4852
Question on optimisation
Hi,
I'm building a megafactory to use as a sandbox, and it has a massive ore storage facility. At present, the ore storage facility is several lines of alternating steel chests and stack inserters. Belts feed the ore to be stored into the setup and the ore is then carried down the line by the ...
I'm building a megafactory to use as a sandbox, and it has a massive ore storage facility. At present, the ore storage facility is several lines of alternating steel chests and stack inserters. Belts feed the ore to be stored into the setup and the ore is then carried down the line by the ...
- Mon Mar 04, 2019 8:00 pm
- Forum: Not a bug
- Topic: [0.17.5] Tech progress loss on version update
- Replies: 8
- Views: 3323
[0.17.5] Tech progress loss on version update
Hi,
I just let Factorio update from when I played yesterday - I think it went from 0.17.4 to the current release. Loaded my megabase... and found that the tech that had been in progress, Artillery Shell range 8 at around 92% complete, was reset to zero.
If that's a bug (and I can't find it as a ...
I just let Factorio update from when I played yesterday - I think it went from 0.17.4 to the current release. Loaded my megabase... and found that the tech that had been in progress, Artillery Shell range 8 at around 92% complete, was reset to zero.
If that's a bug (and I can't find it as a ...
- Tue Jul 24, 2018 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Enhanced radar range
- Replies: 2
- Views: 1948
Enhanced radar range
Repeatable techs that enhance radar sector scan range and scan speed would be helpful for very late game megabases where we're trying to discover new resources - especially on rail worlds. Double especially on rail worlds with lots of water.
- Sat Dec 16, 2017 12:27 pm
- Forum: General discussion
- Topic: Question about placing blueprints
- Replies: 0
- Views: 780
Question about placing blueprints
I've noticed something a bit strange...
... It seems that when in map mode, one needs to hold <shift> in order to place a blueprint. One does not have to do this in player view; click places it.
Why the distinction?
... It seems that when in map mode, one needs to hold <shift> in order to place a blueprint. One does not have to do this in player view; click places it.
Why the distinction?
- Sat Dec 16, 2017 11:19 am
- Forum: Releases
- Topic: Version 0.16.3
- Replies: 17
- Views: 16989
Re: Version 0.16.3
Just tried 0.16.3. My uber factory that I am building to churn out 1 rocket per minute used to run at 22FPS. It now consistently runs at 38FPS.
Seriously, speed is nearly doubled.
Thank you devs!
Seriously, speed is nearly doubled.
Thank you devs!
- Fri May 05, 2017 8:32 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 613
- Views: 398275
Re: Thank you (Make the dev-team happy today!)
Dear devs,
I was going to post about the inserters-not-fuelling-trains-with-solid-fuel bug, but found that it had already been posted and fixed for the next update. So I thought that instead, I would post a public message of thanks to all the devs for creating this wonderful software that I enjoy ...
I was going to post about the inserters-not-fuelling-trains-with-solid-fuel bug, but found that it had already been posted and fixed for the next update. So I thought that instead, I would post a public message of thanks to all the devs for creating this wonderful software that I enjoy ...
- Fri Nov 11, 2016 11:13 pm
- Forum: Duplicates
- Topic: Radar malfunction (0.14.20)
- Replies: 2
- Views: 1554
Re: Radar malfunction (0.14.20)
Ah! Thanks, after waiting, it did indeed go crazy with some sort of charting before returning to normal. Took about 6 minutes.
Regards,
Spike
Regards,
Spike