The biggest of +1s here.
The behaviour is non-deterministic. If your platform is missing x and y, you could get the minimum payload for x, or some other value if you're also getting y in the same rocket.
Search found 119 matches
- Fri Jul 31, 2026 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Minimum payload should count for mixed rockets also
- Replies: 15
- Views: 2355
- Thu Jul 16, 2026 3:59 am
- Forum: General discussion
- Topic: Concrete should take 10 times less times to recycle or give back refined concrete loop
- Replies: 34
- Views: 4472
Re: Concrete should take 10 times less times to recycle or give back refined concrete loop
It is far more efficient to do concrete recycling/upcycling on Vulcanus than it is, or would be on Fulgora. The limiting factor is only the upcycling of calcite, which is extremely abundant on Vulcanus. I've had this loop running for a long time and I'm drowning in stone bricks. Anybody need 2 ...
- Mon Jul 13, 2026 5:43 pm
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 464
Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Wait, why isn't it a bug? The platform already has repair packs, so why should it want to get more, of a lesser quality?
It's not a bug because that doesn't happen. It won't request more repair packs unless there are none in the hub.
I've already had one Factorio dream this week (a ...
- Mon Jul 13, 2026 4:33 pm
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 464
- Mon Jul 13, 2026 4:29 pm
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 464
Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Wait, why isn't it a bug? The platform already has repair packs, so why should it want to get more, of a lesser quality?
- Mon Jul 13, 2026 11:56 am
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 464
Re: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
Will do. Might be around midday Toronto time when I can catch a break at lunch.
- Mon Jul 13, 2026 11:46 am
- Forum: Not a bug
- Topic: [2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
- Replies: 7
- Views: 464
[2.1.9] Damaged platforms request common repair packs even when it has legendary repair packs
I moved my 2.0.77 game over to 2.1.9 last night and let's just say there was an incident with one platform taking off from Nauvis before it should have, and encounter with some asteroids. I was able to get it back to Nauvis to before the entire thing was lost, but the platform auto requested common ...
- Tue Jul 07, 2026 8:41 pm
- Forum: Implemented Suggestions
- Topic: Remove manual z-drop feeding into inserter hands
- Replies: 9
- Views: 792
Re: Remove manual z-drop feeding into inserter hands
+1
Hasn't happened to me specifically, but I have to think the case of hand feeding coal into burner inserters doesn't come up so often (with acknowledgement to Antipatience for being something he might be likely to do
).
Hasn't happened to me specifically, but I have to think the case of hand feeding coal into burner inserters doesn't come up so often (with acknowledgement to Antipatience for being something he might be likely to do
- Sun Jul 05, 2026 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Have rail signals detect locomotive and wagon ghosts
- Replies: 14
- Views: 814
Re: Have rail signals detect locomotive and wagon ghosts
BIG +1 to this idea, OP.
- Wed Jul 01, 2026 1:04 pm
- Forum: Not a bug
- Topic: [2.1.9] Space platforms can request non-items
- Replies: 4
- Views: 450
Re: [2.1.9] Space platforms can request non-items
Does that keep the "all requests are met" ship schedule from being completed?DeHackEd wrote: Wed Jul 01, 2026 12:33 pm Nearest I can tell, if you can put it into your cursor, you can set a request for that on a space platform. That includes fluids, planets, and anything in the "Virtual Signals" list.
- Wed Jul 01, 2026 11:03 am
- Forum: Not a bug
- Topic: [2.1.9] Can't easily see circuit number on entities
- Replies: 4
- Views: 355
Re: [2.1.9] Can't easily see circuit number on entities
if you do not want to hover over R/G checkboxes to see the circuit number, you could use a `show-circuit-network-numbers` debug settings, you wont even need to open the entity itself.
That's true, but it can be visually noisy and lead to other kinds of confusion (is the annotation for this ...
- Tue Jun 30, 2026 9:27 pm
- Forum: Not a bug
- Topic: [2.1.9] Can't easily see circuit number on entities
- Replies: 4
- Views: 355
Re: [2.1.9] Can't easily see circuit number on entities
rip my carpal tunnel
- Tue Jun 30, 2026 8:58 pm
- Forum: Not a bug
- Topic: [2.1.9] Can't easily see circuit number on entities
- Replies: 4
- Views: 355
[2.1.9] Can't easily see circuit number on entities
A change from 2.0 has resulted in the inability to click on an entity (such as an inserter or assembler) and seeing the circuit numbers to which it is a member. Well, not strictly true, but now we have to mouse over the checkbox. It is my opinion that way in 2.0 was better with the circuit numbers ...
- Fri Jun 26, 2026 5:54 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 304
- Views: 199483
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: 304
- Views: 199483
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: 13990
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: 304
- Views: 199483
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: 388
- Views: 63197
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: 40
- Views: 10639
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: 127
- Views: 27074
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!