Search found 106 matches
- Fri Jun 26, 2026 5:54 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 183
- Views: 74406
Re: Version 2.1.7
Also, a wall ship at 40km/s against a medium asteroid used to remove half the HP of walls. Now, 4 walls are destroyed on impact, and some are damaged.
Four walls horizontally, right? As in 1 Wall deep 4 Walls wide, on impact, right?
Just asking if Walls are at least useful to precent ONE ...
- Fri Jun 26, 2026 1:09 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 183
- Views: 74406
Re: Version 2.1.7
Wait wait wait...
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Does that mean the railgun animation limitation is gone?
Yes, and boy howdy you have to be careful with what you shoot at now, because if you're not careful, you'll blow your ...
- Thu Jun 25, 2026 4:40 pm
- Forum: Releases
- Topic: Version 2.1.8
- Replies: 9
- Views: 5617
Re: Version 2.1.8
Someone out there is an absolute maniac. And I love that this is available for them now.FactorioBot wrote: Thu Jun 25, 2026 12:47 pm Changes
- Changed the technology price multiplier limit from 1000 to 100000.
- Wed Jun 24, 2026 2:29 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 183
- Views: 74406
Re: Version 2.1.7
A minor nitpick for circuit designers: It was very nice and handy to have the circuit number(s) for an entity visible when you clicked on it. Now, you must hover over the appropriate checkboxes to see the circuit number for that wire. As a person with carpal tunnel syndrome, it was nice to have ...
- Sat Jun 13, 2026 2:14 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 382
- Views: 43128
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I hope the "fresh paint" will improve the visibility of Gleba. In my opinion it is very difficult to identify the tiles: What is water, what will have the planters work, what tiles can use special soil to grow, which tiles can use the fancy soil to grow (but not the normal kind).
- Tue Jun 09, 2026 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Output R/G settings for buildings
- Replies: 24
- Views: 8107
Re: Output R/G settings for buildings
instead of making a new post, I will add on my take on this, I made a graphic
Assembler Circuit Connection.png
This is great, though I would offer one minor suggestion for UI/UX: Just like how the circuit / logistic network connection information are hidden until you explicitly connect a wire ...
- Fri Jun 05, 2026 1:16 pm
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 21059
Re: Friday Facts #441 - Space logistics improvements
I have been a vocal hater of space logistics in Space Age and I must admit: This FFF addresses (almost?) every complaint I had, and then some. I am looking forward to 2.1 once again!
- Wed Oct 08, 2025 12:36 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 149753
Re: Version 2.0.45
If all of the achievements in your game can be beaten in a single play-through, then your achievements aren't varied enough.
(Some of them should be mutually exclusive, or require mutually exclusive starting game settings, or different game modes.
In the case of Factorio, consider the official ...
- Mon Sep 29, 2025 5:03 pm
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 19
- Views: 18928
Re: Version 2.0.69
nice update
- Mon Sep 22, 2025 4:35 pm
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 21
- Views: 22265
Re: Version 2.0.67
You're just going to drop this in here with no fanfare??? This is an amazing feature and one that many of us have been longing for for many years.Splitters can be connected to circuit network.
- Mon Sep 01, 2025 11:37 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Silo animations should be influenced by speed modules
- Replies: 3
- Views: 2133
Re: [Space Age] Silo animations should be influenced by speed modules
Oh I hope a forum moderator can combine them! Thank you.
- Sun Aug 31, 2025 9:49 pm
- Forum: Ideas and Suggestions
- Topic: [Space Age] Silo animations should be influenced by speed modules
- Replies: 3
- Views: 2133
[Space Age] Silo animations should be influenced by speed modules
TL;DR
Rocket silo animations should be sped up when the silo is affected by speed modules so that the silo can prepare to launch again sooner.
What?
Right now, according to the https://wiki.factorio.com/Rocket_silo#Maximum_throughput , there are five parts to launching a rocket to space ...
Rocket silo animations should be sped up when the silo is affected by speed modules so that the silo can prepare to launch again sooner.
What?
Right now, according to the https://wiki.factorio.com/Rocket_silo#Maximum_throughput , there are five parts to launching a rocket to space ...
- Sun Aug 31, 2025 9:29 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 11068
Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
In my opinion, I don't think the constructive act (i.e., dragging belt) should be the same act to deconstruct belt. Further, if I am dragging belt to build, why would I want to ever use the belt-dragging process to undo what I've done? We already have the ability to mine belt to remove it, as well ...
- Sun Aug 03, 2025 3:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.61] Belt building broken with smart belt building disabled.
- Replies: 4
- Views: 1957
Re: [2.0.61] Belt building broken with smart belt building disabled.
It's also arguable that it's not "extra" belt in the first place.
- Fri Aug 01, 2025 2:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.62] Blueprint preview has no belt animation
- Replies: 4
- Views: 2300
Re: [2.0.62] Blueprint preview has no belt animation
This is a part of the blueprint optimizations from 2.0.59, announced in this thread viewtopic.php?t=129807
- Sat Jul 19, 2025 5:39 pm
- Forum: Releases
- Topic: Version 2.0.56
- Replies: 5
- Views: 11180
Re: Version 2.0.56
Looks like maybe an unannounced fix for viewtopic.php?t=127682 - blueprints containing spidertrons can be rotated again.
- Sun May 18, 2025 2:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.50] Menu sim tank gets stuck
- Replies: 3
- Views: 3250
Re: [2.0.50] Menu sim tank gets stuck
Is this a consequence of the turning buff? It must mean the menu sims are done in realtime, not pre-rendered, eh?
- Sat May 03, 2025 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
- Replies: 10
- Views: 18601
Re: [2.0.45] Biter spawners can be blocked off, preventing the spawning of biters
You have to first *build* all of the things in the way, dealing with the biters and worms attempting to kill you and all of the placed things. If you manage to get past all of that - then yes they stop spawning. But you could have trivially killed the nest several times over long before you ...
- Sun Apr 27, 2025 7:30 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 149753
Re: Version 2.0.45
I don't see why its a big deal for speed runners to accept this change.
The 100% category is no longer viable after 2.0.45. No one wants to sit around doing nothing while waiting to research artillery because it isn't compelling gameplay (to say nothing of compelling viewing). We have been able ...
- Mon Apr 21, 2025 1:16 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 149753
Re: Version 2.0.45
Someone on Reddit made a forum post about kovarex's recent comment and said that the achievement where you get 100% achievements in one sitting should be 101%. I think this is a fantastic idea, especially since the vast majority of players won't ever come close to getting all achievements in one ...