Search found 155 matches

by ichVII
Mon Aug 17, 2026 12:43 pm
Forum: Ideas and Suggestions
Topic: Better roboport circuit connectivity
Replies: 2
Views: 175

Re: Better roboport circuit connectivity

Reading construction requests is hard, as the game currently does not have a list of those and construction requests arent assigned to a logistics network.

All the other suggestion look quite simple to implement. E.g. the logistic network member can already be read via "L" and exposing these ...
by ichVII
Sat Aug 08, 2026 3:43 pm
Forum: Gameplay Help
Topic: My turbo belts aren't unloading anymore.
Replies: 1
Views: 362

Re: My turbo belts aren't unloading anymore.

You are requesting turbo belts from nauvis. Tp prevent loops, the game does not allow a platform to export an item to a planet when it also requests that item from the same planet. Remove the nauvis request for turbo belts.
by ichVII
Fri Jul 17, 2026 6:15 pm
Forum: Not a bug
Topic: [2.0.41] Item request for construction robot not being constructed by personal roboport
Replies: 3
Views: 9915

Re: [2.0.41] Item request for construction robot not being constructed by personal roboport

While that does make sense in some scenarios, could you make it work when it has more construction bots than its mobile roboports can manage? So the access robots should not be considered as part of the logistics network and instead be considered items?
by ichVII
Thu Jul 09, 2026 12:46 pm
Forum: Ideas and Suggestions
Topic: [2.1] Technology prerequisite changes
Replies: 10
Views: 873

Re: [2.1] Technology prerequisite changes

2: You still get 60% of your solar panel output in aquillo orbit. As the energy need of a ship scales primarily with its width for defense and engine purposes and secondarily with the perimeter for defense while stationary, while the solar panel energy generated grows with the area, it is not that ...
by ichVII
Wed Jul 08, 2026 6:50 pm
Forum: General discussion
Topic: Legendary Skull of Death, and the case for Legend Science
Replies: 12
Views: 1666

Re: Legendary Skull of Death, and the case for Legend Science

No. Your suggestion scales uncommon science with 10%*lvl and legendary science with 10%*lvl. At level 10, an uncomm science pack is worth 3 normal ones and the legendary one 11. The ratio between those is 11/3 =3.6666. On level 100, you have 11 for uncommon and 51 for legendary. That gives a ratio ...
by ichVII
Wed Jul 08, 2026 6:37 pm
Forum: General discussion
Topic: Legendary Skull of Death, and the case for Legend Science
Replies: 12
Views: 1666

Re: Legendary Skull of Death, and the case for Legend Science

Yes, and your proposition of buffing all quality science equally does not fix that. Thats what I said.




In order to make these a late game destination item I would like to suggest adding one more promethium level infinite science research that increases quality science output by a multiplicative ...
by ichVII
Wed Jul 08, 2026 2:05 pm
Forum: Ideas and Suggestions
Topic: planet selection on logistic request groups
Replies: 3
Views: 484

Re: planet selection on logistic request groups

+1. I do not have my main base on nauvis and it is just infuriating that I have to switch every request I make manually to "No, not nauvis, nothing is on nauvis. Take it from vulcanis, where my base is". This is just bad design. Giving us the option to change imports for an entire group at once ...
by ichVII
Wed Jul 08, 2026 1:42 pm
Forum: General discussion
Topic: Legendary Skull of Death, and the case for Legend Science
Replies: 12
Views: 1666

Re: Legendary Skull of Death, and the case for Legend Science

Your proposition does not yield the result you want. On high levels, the proposed bonus scaling makes legendary science 5 times as efficient as uncommon ones. However, for blue science, they will still be way more expensive then a factor 5. This propostion would make uncommon blue science your best ...
by ichVII
Tue Jul 07, 2026 9:56 pm
Forum: Ideas and Suggestions
Topic: [2.1] Make platform-platform-planet transfers smarter
Replies: 6
Views: 1145

Re: [2.1] Make platform-platform-planet transfers smarter

It sends a value of one for moving from, two for moving to and that means three if you are at the planet.
by ichVII
Tue Jul 07, 2026 7:58 am
Forum: Ideas and Suggestions
Topic: Pasting could appropriately cancel deconstruction
Replies: 4
Views: 327

Re: Pasting could appropriately cancel deconstruction

-1. All belts, boxes and mashines need to be fully emptied by bots, if they are marked for deconstruction. If this suggestion stops any of that, it is just actively harmful. I think the possible downsides just far outway the advantages. I frequently deconstruct a chest and place it down again for ...
by ichVII
Mon Jul 06, 2026 11:52 am
Forum: Duplicates
Topic: [2.1.9] Asteroids now trigger Reprocessing recipes
Replies: 2
Views: 320

Re: [2.1.9] Asteroids now trigger Reprocessing recipes

Ok. So this is an intentional change. That does not make it a good change. The images above show that it picks metalic asteroid reprocessing for bot carbonic and oxide asteroid signal. For metallic, it then picks carbonic. Thus, the logic here includes sorting by some pretty arbitrary recipe ...
by ichVII
Sat Jul 04, 2026 9:12 pm
Forum: General discussion
Topic: Building on gleba
Replies: 14
Views: 2080

Re: Building on gleba

The solution I took for that issue is to first build a tiny setup that always processes fruits and mostly burns the non-seed result, so you are left with a slowly piling up of seeds and can just grab some seeds from a chest whenever you need them for whatever reason, be it a mistake or a new build ...
by ichVII
Thu Jul 02, 2026 8:53 am
Forum: Ideas and Suggestions
Topic: Obtaining stone from space
Replies: 27
Views: 1744

Re: Obtaining stone from space



Petroleum products need coal liquification. As neither the boiler nor the heat exchanger works on a space platform, you can only do that via nuclear power. So you have to import nuclear fuel cells for that, making it nor entirely space based.

And for stone, you can space mine calcite, turn that ...
by ichVII
Thu Jul 02, 2026 6:44 am
Forum: Ideas and Suggestions
Topic: Obtaining stone from space
Replies: 27
Views: 1744

Re: Obtaining stone from space

Petroleum products need coal liquification. As neither the boiler nor the heat exchanger works on a space platform, you can only do that via nuclear power. So you have to import nuclear fuel cells for that, making it nor entirely space based.

And for stone, you can space mine calcite, turn that ...
by ichVII
Mon Jun 29, 2026 8:28 pm
Forum: Gameplay Help
Topic: Spoiled priority not working (apparently) on stack inserter
Replies: 5
Views: 807

Re: Spoiled priority not working (apparently) on stack inserter

Also general advice: dont use a stack inserter for that. Even if it worked as intended, it would be left with up to 15 biter eggs in its hand as it does not swing without a full stack. There are some circuit automation to make it drop that last bit, but I dont quite know how.
by ichVII
Sun Jun 28, 2026 11:26 pm
Forum: Outdated/Not implemented
Topic: "Read research" as additional output in research labs
Replies: 4
Views: 388

Re: "Read research" as additional output in research labs

Without a mod, this can still theoretically be currently achieved, as you can read the level of the technology you are currently researching. One could build a circuit contraption that, e.g. once every hour lets a lab cycle through all the infinite technologies, read their current level and save ...
by ichVII
Sat Jun 27, 2026 9:06 pm
Forum: Outdated/Not implemented
Topic: "Read research" as additional output in research labs
Replies: 4
Views: 388

Re: "Read research" as additional output in research labs

FYI: The mod https://mods.factorio.com/mod/utility-combinators?from=search includes the "Bonus combinator", that almost does what you are asking for. It currently does not include the recipe productivity levels. But that should not be a hard adaptation and you might just be able to convince some ...
by ichVII
Wed Jun 24, 2026 11:12 pm
Forum: Implemented Suggestions
Topic: [2.1] Fix concrete recycling time and other inconsistancies.
Replies: 26
Views: 3281

Re: [2.1] Fix concrete recycling time and other inconsistancies.

+1. Just removing the most reasonable way to recycle concrete is not a great idea. Especially as it is basically caused by a bug.
by ichVII
Sun Jun 21, 2026 10:45 pm
Forum: Ideas and Suggestions
Topic: limit assembler ingredient buffer
Replies: 1
Views: 269

Re: limit assembler ingredient buffer

It is already possible to "read contents", wire that to an inserter and limit how much the inserter is allowed to input that way. So if you want to limit downwards, it is already doable. Increasing upward is not possible currently.
by ichVII
Sat Jun 20, 2026 9:10 am
Forum: Balancing
Topic: Please nerf the inserter access on rocket silo
Replies: 6
Views: 1590

Re: Please nerf the inserter access on rocket silo

Then you are missing spoiled items. Removing spoiled or spoiling items from a silo is a very relevant thing to be able to do. If you have a silo with biter eggs sitting around, that doesnt get requested, not being able to remove and dispose them means you get 500 big biters hatching in your base ...

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