Great post, few remarks that could be added extra white you working around this:
- add signals to a pump to read % of in and out pipes connect to it (ie "Flow: 20/100", outputs signal "20"), to allow pipeline fluids monitoring
- the fluids have temperature but I don't think there is anything using ...
Search found 43 matches
- Fri Jun 19, 2026 11:33 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 170
- Views: 24314
- Fri Jun 12, 2026 12:23 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 377
- Views: 41564
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
yes, all storage scales with quality now but not storage tankswaterBear wrote: Fri Jun 12, 2026 12:14 pm All of these updates have incredibly consequences for the hardcore Factorio player. Awesome!
For me personally...this is absolutely mind blowing...![]()
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06-12-2026, 08-13-38.png
- Fri Jun 12, 2026 11:46 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 377
- Views: 41564
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
pipe circuit connection should also have "Read % amount", not just temperature
- Fri Jun 12, 2026 11:28 am
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 377
- Views: 41564
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
And you left Storage tanks not increase storage amount with quality ?! 
All other storage buildings do increase, fluid wagons do increase, make Storage tank increase Fluid storage volume too
All other storage buildings do increase, fluid wagons do increase, make Storage tank increase Fluid storage volume too
- Fri Jun 05, 2026 11:48 am
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 20719
Re: Friday Facts #441 - Space logistics improvements
I was wondering if maybe handling biter eggs would be improved - mainly being able to detect/track their expiration time
the late game Promethium science pack is difficult to automate because of that (and so far, as I know, all solutions have some kind of flaw one way or another)
the late game Promethium science pack is difficult to automate because of that (and so far, as I know, all solutions have some kind of flaw one way or another)
- Fri May 29, 2026 9:05 pm
- Forum: News
- Topic: Friday Facts #440 - 2.1 plan
- Replies: 74
- Views: 19459
Re: Friday Facts #440 - 2.1 plan
I was really looking forward for more, bought it over 12 years ago, what a journey
my appetite for Factorio patches never stops growing (especially major patches)
though I understand you probably want to move to other projects and there's so much competition in factorio-like games,
still I do hope ...
my appetite for Factorio patches never stops growing (especially major patches)
though I understand you probably want to move to other projects and there's so much competition in factorio-like games,
still I do hope ...
- Sat Oct 25, 2025 11:46 am
- Forum: Not a bug
- Topic: Wall graphic does not change when placing a floor next to it
- Replies: 4
- Views: 766
Re: Wall graphic does not change when placing a floor next to it
I should have numbered the text boxes, but yes the "sticking out" part of the wall (to the left/towards the waterside)
- Sat Oct 25, 2025 11:18 am
- Forum: Not a bug
- Topic: Wall graphic does not change when placing a floor next to it
- Replies: 4
- Views: 766
Wall graphic does not change when placing a floor next to it
When a wall is placed next to a water, it shows with extra graphic (like a half of a connection to an adjacent wall that is not there)
However, when replacing water with another surface, ie. concrete, that graphic does not change and it keeps "looking odd" to other parts of the wall, even if the ...
However, when replacing water with another surface, ie. concrete, that graphic does not change and it keeps "looking odd" to other parts of the wall, even if the ...
- Tue Oct 14, 2025 8:59 pm
- Forum: Modding interface requests
- Topic: [Suggestion] Changes to auto recycle
- Replies: 5
- Views: 1302
Re: [Suggestion] Changes to auto recycle
I don't think so, auto_barrel and auto_recycle is documented well in vanilla game and the modder really should watch out what then done with recipes.
And if modder some how add new iron-gear-wheel recipe, it probablly should mean a better recipe which should be the recipe that more approach ...
- Tue Oct 14, 2025 4:02 am
- Forum: Modding interface requests
- Topic: [Suggestion] Changes to auto recycle
- Replies: 5
- Views: 1302
[Suggestion] Changes to auto recycle
From what I understand, recipes come, by default with "auto-recycle" feature - allowing the items to be recycled back.
There is a problem with current implementation: the "last" recycling recipe works(?)
if another mod adds new recipe for existing item - it overwrites existing recycling setup ...
There is a problem with current implementation: the "last" recycling recipe works(?)
if another mod adds new recipe for existing item - it overwrites existing recycling setup ...
- Wed May 21, 2025 8:36 pm
- Forum: Minor issues
- Topic: [2.0.51] custom path.write-data not compatible with Steam cloud
- Replies: 2
- Views: 1399
Re: [2.0.51] custom path.write-data not compatible with Steam cloud
Thanks, I think indeed symlinking might be easier.
Just confirmed it seems to work just fine.
For future reference, easily done in console: (rename/move/backup existing Factorio folder first)
Just confirmed it seems to work just fine.
For future reference, easily done in console: (rename/move/backup existing Factorio folder first)
Code: Select all
mklink /j %appdata%\Factorio "%userprofile%\documents\my games\Factorio"- Wed May 21, 2025 5:01 pm
- Forum: Minor issues
- Topic: [2.0.51] custom path.write-data not compatible with Steam cloud
- Replies: 2
- Views: 1399
[2.0.51] custom path.write-data not compatible with Steam cloud
I wanted to use Factorio with user/data dir of my choice, but keeping Steam Cloud.
Configuration:
- config-path setup: config-path=D:\Documents\My Games\Factorio\config
use-system-read-write-data-directories=false
- config.ini (in that location set above): [path]
write-data=D:\Documents\My Games ...
Configuration:
- config-path setup: config-path=D:\Documents\My Games\Factorio\config
use-system-read-write-data-directories=false
- config.ini (in that location set above): [path]
write-data=D:\Documents\My Games ...
- Sun Jan 05, 2025 10:23 am
- Forum: Duplicates
- Topic: [2.0.28] small graphical issues with stacked belt
- Replies: 1
- Views: 708
[2.0.28] small graphical issues with stacked belt
Pipes and stacked belt items don't align nicely, I guess due to increased height of stacked items, might be clipping against other items/buildings etc but noticed with pipes
while the pipe itself is okay-ish,
the pipe-to-ground looks definitely off
while the pipe itself is okay-ish,
the pipe-to-ground looks definitely off
- Wed Dec 25, 2024 4:21 am
- Forum: Duplicates
- Topic: [2.0.28] Logistic requests highlight does not update with changes
- Replies: 1
- Views: 646
[2.0.28] Logistic requests highlight does not update with changes
When hovering an item in Logistic Requests section - it highlights that item in the chest content.
The highlight does not update when the chest content changes, which I think it would be nice to do
See highlight of blue substation (and last icon)
The highlight does not update when the chest content changes, which I think it would be nice to do
See highlight of blue substation (and last icon)
- Mon Dec 09, 2024 3:30 am
- Forum: Mod portal Discussion
- Topic: Bug? Can't see quality dlc from other mods dependencies on mod portal
- Replies: 0
- Views: 795
Bug? Can't see quality dlc from other mods dependencies on mod portal
I was looking for mods that work with Space Age's quality feature
That lead me to: https://mods.factorio.com/mod/quality/dependencies
Unfortunately, it does not work, shows 0 dependencies from other mods
Would be nice if Dependencies - "From other mods" was working (for quality, space age, elevated ...
That lead me to: https://mods.factorio.com/mod/quality/dependencies
Unfortunately, it does not work, shows 0 dependencies from other mods
Would be nice if Dependencies - "From other mods" was working (for quality, space age, elevated ...
- Sun Dec 08, 2024 1:48 am
- Forum: Duplicates
- Topic: [2.0.23] Can't destroy biter spawner
- Replies: 2
- Views: 2835
Re: [2.0.23] Can't destroy biter spawner
Thanks, didn't realize SHIFT+SPACE was needed
- Sun Dec 08, 2024 1:27 am
- Forum: Duplicates
- Topic: [2.0.23] Can't destroy biter spawner
- Replies: 2
- Views: 2835
[2.0.23] Can't destroy biter spawner
So there are some biter spawners that I previously captured, away from the base
Since then I developed technology to build those so no longer needed those, left them alone and they reverted to "wild" spawners
Now, I am away from the planet but wanted to get rid of those spawners
So I drive ...
Since then I developed technology to build those so no longer needed those, left them alone and they reverted to "wild" spawners
Now, I am away from the planet but wanted to get rid of those spawners
So I drive ...
- Sat Dec 07, 2024 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 15226
Prioritise Space Platforms when auto-requesting for construction
Building large space platforms/ships can be irritating if hub is filled up with all items but not space platforms.
Have to start sending up items until space platform arrives.
I think space platforms should be sent first when multiple items are in "Requests for construction" section
Have to start sending up items until space platform arrives.
I think space platforms should be sent first when multiple items are in "Requests for construction" section
- Fri Dec 06, 2024 2:43 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 45800
Re: Version 2.0.24
Land mines on space platforms now damage the space platform tiles in a radius
this is rather big change and will break lots of people ships & games leaving really bad taste when they realise new patch broke their builds half way between planets etc
I think it's too late for this change in 2.0, I ...
this is rather big change and will break lots of people ships & games leaving really bad taste when they realise new patch broke their builds half way between planets etc
I think it's too late for this change in 2.0, I ...
- Sat Nov 30, 2024 9:14 pm
- Forum: Ideas and Suggestions
- Topic: priority inserting modules into machines
- Replies: 8
- Views: 2148
Better "replace modules" functionality
1. ctrl-click on a building with module that gives a better outcome should be automatically accepted
for example: building has Quality 3 Normal (2.5%), ctrl-click on it with Quality 2 Legendary (5%) should replace the modules
2. force replace modules to whatever you are holding
for example ctrl ...
for example: building has Quality 3 Normal (2.5%), ctrl-click on it with Quality 2 Legendary (5%) should replace the modules
2. force replace modules to whatever you are holding
for example ctrl ...