Search found 644 matches

by Amarula
Sat Nov 01, 2025 12:39 pm
Forum: Ideas and Suggestions
Topic: Let the agricultural tower pick up any item from the ground
Replies: 1
Views: 174

Re: Let the agricultural tower pick up any item from the ground

It would be nice to tell the tower NOT to pick up the reeds and contaminate the fruit belt with wood LOL.
by Amarula
Sat Nov 01, 2025 12:37 pm
Forum: Gameplay Help
Topic: Over 70k holmium plates for 1 legendary Mech Armour
Replies: 11
Views: 736

Re: Over 70k holmium plates for 1 legendary Mech Armour

schorsch_76 wrote: Sat Nov 01, 2025 5:30 am The wiki tells me, foundry can't assemble holmium plates... Or can it?
https://wiki.factorio.com/Foundry
Yes the wiki is missing holmium in the foundry entry. If you check holmium plate in the wiki, or in the ingame Factoriopedia, you can see that yes the foundry will cast holmium plates.
by Amarula
Sat Nov 01, 2025 12:32 pm
Forum: Not a bug
Topic: [2.0.72] Damage taken zero condition is very hard to satisfy
Replies: 3
Views: 492

Re: [2.0.72] Damage taken conditions are very hard to satisfy

As I understand it, platform interrupts are like those for trains, specifically they are only checked when the platform/train is ready to leave the current stop. The exception for space platforms is travel beyond Aquilo, where they are called fly conditions, and they can check damage on the fly. For ...
by Amarula
Fri Oct 24, 2025 12:56 pm
Forum: Show your Creations
Topic: Space Platform - USS Enterprise (NCC-1701)
Replies: 1
Views: 314

Re: Space Platform - USS Enterprise (NCC-1701)

This looks lovely! Well done!
by Amarula
Fri Oct 17, 2025 3:08 pm
Forum: Ideas and Suggestions
Topic: Map seed tutorial for new players
Replies: 3
Views: 1435

Re: Map seed tutorial for new players

Like a Tips and Tricks button for map gen!
by Amarula
Thu Oct 16, 2025 12:54 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.71] read ammunition mode on gun turret does not survive save/load
Replies: 5
Views: 971

Re: [2.0.71] read ammunition mode on gun turret does not survive save/load

Problem reported: 7:36
Problem verified: 7:53
Problem fixed for the next release: 8:07
Elapsed time: 0:31
You all really are the best of the best!
by Amarula
Mon Oct 13, 2025 1:13 pm
Forum: Ideas and Suggestions
Topic: Bare bones mixed rocket load logistic request
Replies: 0
Views: 111

Bare bones mixed rocket load logistic request

TL;DR
Add the ability to mark a logistic request as a mixed rocket load. Multiple items are loaded into the silo and launched together, as if the player had manually loaded the items and pressed the manual launch button.


What?
When editing a logistic request from a space platform, add a tick ...
by Amarula
Thu Sep 25, 2025 4:25 pm
Forum: This Forum
Topic: Forum search discards too many common words
Replies: 16
Views: 2518

Re: Forum search discards too many common words

Ah the good old days when my search for the error message "there are no trains" returned no results because all the words were stripped out as common! Happy to report that at least now I get results when I search using quotation marks.
by Amarula
Wed Sep 24, 2025 12:40 pm
Forum: Modding interface requests
Topic: Module slots for Agricultural Towers
Replies: 8
Views: 886

Re: Module slots for Agricultural Towers

pastelstoic wrote: Tue Sep 23, 2025 6:56 pm The devs would have to give towers a radial effect to make plants grow faster around it, or to modify what it actually collects
Ooooh now the agri tower is... a beacon! I like it!
by Amarula
Mon Sep 22, 2025 12:37 pm
Forum: Gameplay Help
Topic: Is there any word on skipping stations
Replies: 13
Views: 1407

Re: Recreate previous disabled station skipping behaviour


is it possible to force it to leave immediately, and carry on to the next not-yet-disabled Unload stop?


Yes. Check the box on the train stop to 'send to train.' Have the train check for a circuit condition, using the same logic that disables the station. When that circuit condition is true, the ...
by Amarula
Thu Sep 18, 2025 12:24 pm
Forum: Modding interface requests
Topic: Module slots for Agricultural Towers
Replies: 8
Views: 886

Re: Module slots for Agricultural Towers

Hmm now I want a mod for a building based on an agritower that harvests trees to produce a given recipe like a wooden tank!
by Amarula
Sat Sep 13, 2025 5:47 pm
Forum: Ideas and Suggestions
Topic: Let me collapse the conditions for a train station in train GUI
Replies: 5
Views: 2456

Re: Let me collapse the conditions for a train station in train GUI

This would be very handy for my ACME trains - trains that pick up and deliver a mixture of items for different tasks, like setting up a new mining outpost or a new reactor complex. Some of the conditions get a little complex because of the disjunctive normal form. It would be very convenient to be ...
by Amarula
Sat Aug 30, 2025 5:47 pm
Forum: Ideas and Suggestions
Topic: Some QOL for those of us that actually fight the bugs.
Replies: 5
Views: 494

Re: Some QOL for those of us that actually fight the bugs.

I don't carry around the pistol after I get other weapons but I agree that it just makes sense I am picking up my weapons, I am putting them back where I want them, not in some random order.
And yes, Yes, YES stop spamming information in the centre of my field of view, not just when reclaiming my ...
by Amarula
Sat Aug 23, 2025 12:42 pm
Forum: Ideas and Suggestions
Topic: Merge Science Production Graph
Replies: 2
Views: 349

Re: Merge Science Production Graph

I am wondering what this does to the scale on the production graph... yeah producing and consuming 20K science packs per minute and what was that? 2.5M eSPM? And suddenly you can't see anything else on the production graph...
Perhaps giving eSPM its own tab like pollution or kills?
by Amarula
Fri Aug 22, 2025 6:07 pm
Forum: Duplicates
Topic: [2.0.65] EM plant does not consume acid to produce processing unit
Replies: 1
Views: 346

[2.0.65] EM plant does not consume acid to produce processing unit

1. What did I do?
I placed an EM plant on my space platform to make processing units (blue chips).
I connected the EM plant to my acid producing chem plant, and waited for the pipes and plant to fill with acid.
I rotated the plant to remove the acid pipe connection as my sulfur production wasn't ...
by Amarula
Tue Aug 19, 2025 12:44 pm
Forum: Gameplay Help
Topic: Inventries
Replies: 2
Views: 406

Re: Inventries

You might find it helpful to review the overview of logistic groups from the FFF https://www.factorio.com/blog/post/fff-382
As described in the FFF, if you modify a named logistic group, that change shows up everywhere that group is used, whether in your personal logistics, a platform request, a ...
by Amarula
Thu Aug 14, 2025 12:58 pm
Forum: Implemented mod requests
Topic: make heat energy source able to pollute
Replies: 5
Views: 633

Re: make heat energy source able to pollute

How peculiar! Also heating towers generate pollution, while producing heat: https://wiki.factorio.com/Heating_tower I do not understand...
by Amarula
Sat Aug 09, 2025 1:17 pm
Forum: Gameplay Help
Topic: Trouble Balancing Power Production and Consumption in Late Game
Replies: 4
Views: 757

Re: Trouble Balancing Power Production and Consumption in Late Game

As an alternative to building enough nuclear to power your entire factory, it is possible to set your labs to "sleep" overnight, thus not requiring the rest of your factory to work when your solar panels are sleeping. Given a small solar panel/accumulator set up on its own power network to detect ...

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