Search found 18 matches
- Thu Jul 16, 2026 11:04 pm
- Forum: Balancing
- Topic: Decrease centrifuge stack size
- Replies: 16
- Views: 3737
Re: Decrease centrifuge stack size
You should limit with circuit conditions if you're using bots. Link up the assembler(s) making the centrifuges to the chest holding them and have the assembler turn off when the chest hits a certain number. Using circuits instead of the X means that if you ever take down a centrifuge with bots, they ...
- Thu Jul 16, 2026 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Temporary buffs to logging and mining everytime you mine/log
- Replies: 6
- Views: 1885
Re: Temporary buffs to logging and mining everytime you mine/log
Not during the early game where you'd have to manually log and mine.
- Wed Jul 15, 2026 4:11 am
- Forum: Ideas and Suggestions
- Topic: Foundation should be for Aquilo only
- Replies: 5
- Views: 427
Re: Foundation should be for Aquilo only
I haven't been to Aquilo yet. Don't you need Foundation so your hot buildings don't melt through the ice?
- Tue Jul 14, 2026 5:41 am
- Forum: Ideas and Suggestions
- Topic: Foundation should be for Aquilo only
- Replies: 5
- Views: 427
Foundation should be for Aquilo only
It ruins the vibe and uniqueness of Vulcanus and Fulgora. There's a sort of challenge to building on those two planets that goes away completely when you're allowed to throw foundation everywhere.
You need more space on Vulcanus to megabase? Then bust out your cliff explosives and go hunt some ...
You need more space on Vulcanus to megabase? Then bust out your cliff explosives and go hunt some ...
- Tue Jul 14, 2026 5:21 am
- Forum: Ideas and Suggestions
- Topic: Multiple operations in an Arithmetic combinator
- Replies: 1
- Views: 170
Multiple operations in an Arithmetic combinator
TL;DR
I want to do multiple arithmetic operations in one combinator
What?
I want to put multiple signals into one combinator and do sequential arithmetic operations on those signals including their interactions with each other. Each line's output will give the input count of the first signal of ...
I want to do multiple arithmetic operations in one combinator
What?
I want to put multiple signals into one combinator and do sequential arithmetic operations on those signals including their interactions with each other. Each line's output will give the input count of the first signal of ...
- Wed Jul 08, 2026 4:55 am
- Forum: General discussion
- Topic: Lightning Collector vs. Lightning Rod
- Replies: 12
- Views: 13723
Re: Lightning Collector vs. Lightning Rod
Couldn't you make 4 rods in a 2x2 grid? Only worse than the collector in range but fits in with your accumulator spam, doesn't use up your precious holmium ore, and all the power numbers are twice as large.
- Tue Jul 07, 2026 2:31 pm
- Forum: Ideas and Suggestions
- Topic: Obtaining stone from space
- Replies: 10
- Views: 737
Re: Obtaining stone from space
Maybe cause the asteroid destruction process to produce a trash product (like gravel) which, with later research, can be turned into stone.
- Tue Jul 07, 2026 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Pipes don't automatically connect to pipes that are next to them.
- Replies: 4
- Views: 351
Pipes don't automatically connect to pipes that are next to them.
Let's say you have a line of pipes. If you draw another line of pipes going in the same direction right next to them, the pipes all connect. Maybe make that not happen. Make me have to click on one pipe and drag to the other in order to connect. Could possibly make it work like belts.
- Mon Jul 06, 2026 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Smarter enemies: Biters avoid corpses
- Replies: 1
- Views: 166
Smarter enemies: Biters avoid corpses
There used to be a mod that made biters avoid pathing or at least increased the cost of pathing through areas that contained dead biters. This caused biters to appear more intelligent as they would attack different parts of your base, almost as if they were probing your defenses looking for ...
- Mon Jun 16, 2025 12:43 am
- Forum: Not a bug
- Topic: [2.0.55] Using large robot requests in the roboport stops any request from working
- Replies: 1
- Views: 683
[2.0.55] Using large robot requests in the roboport stops any request from working
I have about 40 construction robots in a network and 0 logistic bots. I put in a request for 50 construction bots in the roboport, works fine. I put in an additional request for 300 logistic bots, works fine. I change the 300 to 301 logistic robots and all the construction robots flee the roboport ...
- Sat Nov 09, 2024 4:14 am
- Forum: Ideas and Suggestions
- Topic: Thumper to summon Vulcanus Wurms
- Replies: 0
- Views: 498
Thumper to summon Vulcanus Wurms
What if the Wurms on Vulcanus didn't come up to the surface unless they were attacking something? That something could be a deployable item that you stick in their territory that gives them cause to surface in order to attack it. Without this object, you'd have to build a sacrificial building in the ...
- Sat Nov 09, 2024 12:31 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 7089
Re: Car/Tank/Vehicle Auto-Logistics
This was one of the results when I Googled, "Factorio how to request items to your vehicles." That's a good enough reason to necro the thread.
- Fri Oct 09, 2020 3:39 am
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 4030
Re: Trying to make a circuit event based on a changing rail signal
Would it make sense to check the cargo level of the solid fuel train when it is in the station, and if it is low or empty then open the latch on the coke train?
Yes, I saw this problem when I realized the whole point of my setup was for in case the Solid Fuel train became low on cargo. I didn't ...
- Thu Oct 08, 2020 4:30 am
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 4030
Re: Trying to make a circuit event based on a changing rail signal
This is an interesting problem. Can you explain what and why exactly you are doing here? With screenshots?
I would like to try to solve this but I can’t think of a reason to do this, which is making it difficult to reproduce.
I can explain what I'm trying to do but I got a lot of flak about it ...
I would like to try to solve this but I can’t think of a reason to do this, which is making it difficult to reproduce.
I can explain what I'm trying to do but I got a lot of flak about it ...
- Sat Oct 03, 2020 7:33 pm
- Forum: Gameplay Help
- Topic: why is my oil and petroleum production decrease over time?
- Replies: 30
- Views: 19955
Re: why is my oil and petroleum production decrease over time?
Your problem can be solved by putting pumps in between pipes and tanks. The game does unintuitive stuff when you add two pipes together that have different capacities. The game treats the storage tank as a pipe that can hold 25,000 units of liquid so by connecting it to a pipe which doesn't have a ...
- Sat Oct 03, 2020 7:26 pm
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 4030
Trying to make a circuit event based on a changing rail signal
I have one rail signal that I want to keep red most of the time. However, when another rail signal goes from green to red (another train returning to its station), I want the original rail signal to turn green for a given number of seconds (5 or more, long enough for the train to leave the station ...
- Thu Sep 03, 2020 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Temporary buffs to logging and mining everytime you mine/log
- Replies: 6
- Views: 1885
Temporary buffs to logging and mining everytime you mine/log
So you want to cut down a bunch of trees but it's really slow cutting them down one at a time. Keep that initial slowness but cut down the tedium if a player has to harvest multiple trees. Implement a stacking and refreshing buff (5 minutes or so) that increases the speed you cut down trees each ...
- Wed Apr 11, 2018 7:12 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1226667
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Every 2-way Celtic Cross intersection always had the tracks coming from the North, South, East, and West directions but none existed when the tracks came from the diagonal directions. I made the following and would love your critique:
https://i.imgur.com/SkgYSYo.jpg
0eNqlnW1vXEUShf ...
https://i.imgur.com/SkgYSYo.jpg
0eNqlnW1vXEUShf ...