Search found 261 matches
- Wed Jun 25, 2025 3:39 am
- Forum: Not a bug
- Topic: [2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
- Replies: 2
- Views: 162
Re: [2.0.55] Incorrect Train Icon Showing (No Path instead of Waiting for Destination (Zzz))
This behaviour indicates that there is another station with this name, somewhere else, which is not reachable.
- Mon May 26, 2025 10:25 am
- Forum: Gameplay Help
- Topic: Second play through, first K2 and vaguely frustrated…
- Replies: 14
- Views: 1242
Re: Second play through and vaguely frustrated…
Try to get the Lazy Bastard Achievement on your second run.
That will teach you to automate as much as possible as early as possible.
That will teach you to automate as much as possible as early as possible.

- Sat Apr 05, 2025 5:22 am
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 13
- Views: 4166
Re: Is this 8 belt balancer efficient?
If Steel starves. Production will go down.
That will lower iron consumption. Steel will go up again.
If this is a problem build more mines and smelters.
That will lower iron consumption. Steel will go up again.
If this is a problem build more mines and smelters.
- Sat Mar 22, 2025 12:03 pm
- Forum: Duplicates
- Topic: [2.0.42] Problem when building a large platform using a blueprint
- Replies: 2
- Views: 185
Re: [2.0.42] Problem when building a large platform using a blueprint
That's known and is "Not a bug"
You can't build into areas that are not explored. I think that's a performance thing.
viewtopic.php?t=126825
You can't build into areas that are not explored. I think that's a performance thing.
viewtopic.php?t=126825
- Fri Mar 21, 2025 10:25 pm
- Forum: Gameplay Help
- Topic: Bulk Inserters only grabbing one item (no override)
- Replies: 2
- Views: 337
Re: Bulk Inserters only grabbing one item (no override)
Asteroid chunks have a stack size of 1.
You can never grab more of them
You can never grab more of them
- Wed Mar 19, 2025 12:59 pm
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 2103
Re: Arc furnace VS blast furnace
If this is not a mod thing then maybe a translation problem?
The 3 furnaces are Stone, Steel and Electric
Check the link below to check their stats.
https://wiki.factorio.com/Electric_furnace
Are you talking about these?
The 3 furnaces are Stone, Steel and Electric
Check the link below to check their stats.
https://wiki.factorio.com/Electric_furnace
Are you talking about these?
- Thu Feb 13, 2025 2:38 pm
- Forum: Gameplay Help
- Topic: Possible yumako tree seed rate issue
- Replies: 39
- Views: 2728
Re: Possible yumako tree seed rate issue
You need to use a bio chamber.
This will give you 50% productivity bonus and your problem will disappear.
This will give you 50% productivity bonus and your problem will disappear.
- Wed Jan 29, 2025 12:38 pm
- Forum: Gameplay Help
- Topic: [SA] Megabasing on Vulcanus
- Replies: 4
- Views: 3065
Re: [SA] Megabasing on Vulcanus
I'm far from megabasing currently but I have moved most of my production to vulcanus already. And thought about it too.
Biolab can only be built on Nauvis so Science consumption stays there.
Each cell could have its own rocket silos for outbound traffic. But then you need to rail in the 3 rocket ...
Biolab can only be built on Nauvis so Science consumption stays there.
Each cell could have its own rocket silos for outbound traffic. But then you need to rail in the 3 rocket ...
- Sat Jan 25, 2025 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Pipeline length should not be calculated between linked fluid boxes
- Replies: 7
- Views: 612
- Wed Dec 04, 2024 3:36 pm
- Forum: Ideas and Suggestions
- Topic: You die when a rocket lands on you
- Replies: 27
- Views: 2965
Re: You die when a rocket lands on you
I died recently exactly because of this. Landed on Fulguro - got killed by my supplies.
No big deal. You respawn exactly where you died 10 seconds later.
Loosing my cargo would have been very bad...
Suggestion. The spot where a pod lands should be marked with an red X.
Gives the player time to ...
No big deal. You respawn exactly where you died 10 seconds later.
Loosing my cargo would have been very bad...
Suggestion. The spot where a pod lands should be marked with an red X.
Gives the player time to ...
- Thu Nov 28, 2024 8:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.21] Death message is broken with blank player name
- Replies: 3
- Views: 1170
Re: [2.0.21] Death message is broken with blank player name
In my oppinion the only bug would be that it let you join a game without a name.
Is that only possible in LAN Games?
Is that only possible in LAN Games?
- Wed Nov 13, 2024 4:28 pm
- Forum: Pending
- Topic: [2.0.15] Trains stopping when hitting biters on automatic mode
- Replies: 6
- Views: 795
Re: [2.0.15] Trains stopping when hitting biters on automatic mode
I would like this to be a bug but it has always been like this.
There is a thread dedicated to it over in "Balancing"
viewtopic.php?f=16&t=46283
There is a thread dedicated to it over in "Balancing"
viewtopic.php?f=16&t=46283
- Mon Nov 11, 2024 6:32 pm
- Forum: Gameplay Help
- Topic: How do I stop an inserter controlled by circuit network from insterting construction robots
- Replies: 2
- Views: 618
Re: How do I stop an inserter controlled by circuit network from insterting construction robots
Constant Combinator: Signal Construction robots -99999
- Mon Nov 11, 2024 8:15 am
- Forum: Duplicates
- Topic: [2.0.16] New Rails 4 width intersection conjoins same colored sections into same train block
- Replies: 1
- Views: 555
Re: New Rails 4 width intersection conjoins same colored sections into same train block
I think that's the same reason as this: viewtopic.php?f=23&t=116415
Or this: viewtopic.php?p=634996#p634996
Or this: viewtopic.php?p=634996#p634996
- Sun Nov 10, 2024 9:13 am
- Forum: Ideas and Suggestions
- Topic: Biter Build up more intuitive
- Replies: 11
- Views: 1427
Re: Biter Build up more intuitive
@op
As others said watch your enemy.
But even more: watch your pollution cloud (option on the map)
If pollution reaches a nest evolution will raise fast.
Once you have efficiency modules mass produce them and use them everywhere.
Once you have electric smelting replace the old smelters.
Once you ...
As others said watch your enemy.
But even more: watch your pollution cloud (option on the map)
If pollution reaches a nest evolution will raise fast.
Once you have efficiency modules mass produce them and use them everywhere.
Once you have electric smelting replace the old smelters.
Once you ...
- Sun Nov 03, 2024 8:29 am
- Forum: Ideas and Suggestions
- Topic: Making quality more accessible without reducing its complexity
- Replies: 10
- Views: 2694
Re: Making quality more accessible without reducing its complexity
Possible solutions for the productivity exploit:
- Productivity meter remembers the lowest quality it produced. The extra is at that low productivity.
- The quality setting on recipes is used as minimum accepted ingredient. Productivity bonus produces minimum.
- Dedicated "any quality" recipe which ...
- Productivity meter remembers the lowest quality it produced. The extra is at that low productivity.
- The quality setting on recipes is used as minimum accepted ingredient. Productivity bonus produces minimum.
- Dedicated "any quality" recipe which ...
- Wed Oct 30, 2024 8:20 am
- Forum: Not a bug
- Topic: Pump restricting flow
- Replies: 3
- Views: 495
Re: Pump restricting flow
Your pump info window says "can also be placed on water for loading and unloading oil tankers"
Could the cargo ship mod be responsible?
Could the cargo ship mod be responsible?
- Wed Oct 23, 2024 12:04 pm
- Forum: Technical Help
- Topic: No longer able to revert to earlier version through beta settings in steam
- Replies: 7
- Views: 3551
Re: No longer able to revert to earlier version through beta settings in steam
This is were Koub's information about reverting to 1.1 came from:
Should have worked. Maybe try the none steam approach
https://forums.factorio.com/viewtopic.php?f=49&t=116421
Or try to fix your blueprints and accept smart belts
https://forums.factorio.com/viewtopic.php?p=622884#p622884
Note that ...
Should have worked. Maybe try the none steam approach
https://forums.factorio.com/viewtopic.php?f=49&t=116421
Or try to fix your blueprints and accept smart belts
https://forums.factorio.com/viewtopic.php?p=622884#p622884
Note that ...
- Tue Oct 22, 2024 2:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
- Replies: 15
- Views: 4644
Re: [posila][2.0.6] Rail blueprints in blueprint storage are destroyed when updating from 1.1
Migration is fixed for 2.09 which has not been released yet.
Try again later
Try again later
- Tue Oct 22, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Can I cache the loading calculations?
- Replies: 1
- Views: 370
Re: Can I cache the loading calculations?
Press control alt shift and click on settings.
A new menu should appear "the rest"
Use the search in there. There should be 2 options labeled "cache"
A new menu should appear "the rest"
Use the search in there. There should be 2 options labeled "cache"