And we all know, it's not easy being green!Koub wrote: Wed Dec 03, 2025 10:23 am Gleba is green, turbo belts are green, unlocking the green belts on the green planet would make sense![]()
Just joking, don't take this too seriously![]()
Search found 652 matches
- Wed Dec 03, 2025 2:23 pm
- Forum: Balancing
- Topic: Moving Green Belts to Gleba
- Replies: 10
- Views: 1480
Re: Moving Green Belts to Gleba
- Thu Nov 27, 2025 10:34 pm
- Forum: Bug Reports
- Topic: [2.0.72] Train stop reports train ID at empty station
- Replies: 2
- Views: 168
Re: [2.0.72] Train stop reports train ID at empty station
No I am not able to reproduce it.
The only thing that was a little different, I had wirelessly connected the inserter to the logistics network before connecting it to the train stop to set the circuit condition.
I will try a few more things, and if I can reproduce it, I will update this post.
The only thing that was a little different, I had wirelessly connected the inserter to the logistics network before connecting it to the train stop to set the circuit condition.
I will try a few more things, and if I can reproduce it, I will update this post.
- Thu Nov 27, 2025 9:43 pm
- Forum: Bug Reports
- Topic: [2.0.72] Train stop reports train ID at empty station
- Replies: 2
- Views: 168
[2.0.72] Train stop reports train ID at empty station
1. What did I do?
I connected a train stop to an inserter, with the inserter set to only turn on once a train was at the stop.
2. What happened?
The stop reported a train ID even though no train was present. (The train had been there previously.)
3. What did I expect?
I expected that the train ID ...
I connected a train stop to an inserter, with the inserter set to only turn on once a train was at the stop.
2. What happened?
The stop reported a train ID even though no train was present. (The train had been there previously.)
3. What did I expect?
I expected that the train ID ...
- Sat Nov 22, 2025 1:27 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2118
Re: Gleba!
Factorio in a nutshell: the game that makes you so happy, you have to share!Gemma wrote: Sat Nov 22, 2025 3:43 am (And I don't really visit the forums I only came because I was so happy I had to share it)
- Thu Nov 20, 2025 4:33 pm
- Forum: General discussion
- Topic: Gleba!
- Replies: 22
- Views: 2118
Re: Gleba!
Gemma I too started out feeling frustrated and confused. For the first time in 8K hours I downloaded a BP to get something going. I spent the next couple of weeks finding and fixing bug after bug in the BP but that is a different story. I was learning how Gleba worked. Next run, I started with ...
- Tue Nov 18, 2025 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Different colors per type of turret, for overlapping turret coverage
- Replies: 4
- Views: 345
Re: Different colors per type of turret, for overlapping turret coverage
Would be super helpful for space platforms, given you want to limit targets so gun turrets won't go after huge, and rail guns won't go after small!
- Sun Nov 16, 2025 9:40 pm
- Forum: Ideas and Suggestions
- Topic: Ability to read rocket count in silo using circuit network
- Replies: 9
- Views: 1250
Rocket silo output crafting info to circuit network
TL;DR
Have the rocket silo output crafting information, as is done for other crafting machines.
What?
The standard crafting output to the circuit network: the current contents, optionally including those currently being used for crafting (rocket parts); the rocket part recipe (for mods); the ...
Have the rocket silo output crafting information, as is done for other crafting machines.
What?
The standard crafting output to the circuit network: the current contents, optionally including those currently being used for crafting (rocket parts); the rocket part recipe (for mods); the ...
- Wed Nov 12, 2025 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Add request from buffer chests to rocket silo
- Replies: 3
- Views: 332
Re: Add request from buffer chests to rocket silo
I automatically go to the silo to turn on buffer chests, and think that is weird where is the buffer chest checkbox? And then I remember that the silo doesn't care if an item has been lovingly placed out of reach of regular requester chests to be reserved for important requester chests, if it can ...
- 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: 232
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.
- Sat Nov 01, 2025 12:37 pm
- Forum: Gameplay Help
- Topic: Over 70k holmium plates for 1 legendary Mech Armour
- Replies: 11
- Views: 1003
Re: Over 70k holmium plates for 1 legendary Mech Armour
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.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
- 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: 609
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 ...
- Fri Oct 24, 2025 12:56 pm
- Forum: Show your Creations
- Topic: Space Platform - USS Enterprise (NCC-1701)
- Replies: 1
- Views: 450
Re: Space Platform - USS Enterprise (NCC-1701)
This looks lovely! Well done!
- Fri Oct 17, 2025 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Map seed tutorial for new players
- Replies: 3
- Views: 1595
Re: Map seed tutorial for new players
Like a Tips and Tricks button for map gen!
- 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: 1164
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!
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!
- Mon Oct 13, 2025 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Bare bones mixed rocket load logistic request
- Replies: 0
- Views: 143
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 ...
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 ...
- Thu Sep 25, 2025 4:25 pm
- Forum: This Forum
- Topic: Forum search discards too many common words
- Replies: 16
- Views: 2807
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.
- Wed Sep 24, 2025 12:40 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 1009
Re: Module slots for Agricultural Towers
Ooooh now the agri tower is... a beacon! I like it!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
- Mon Sep 22, 2025 12:37 pm
- Forum: Gameplay Help
- Topic: Is there any word on skipping stations
- Replies: 13
- Views: 1652
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 ...
- Thu Sep 18, 2025 12:24 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 1009
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!
- Sun Sep 14, 2025 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Change enemy colors when peaceful mode is enabled
- Replies: 2
- Views: 406
Re: Change enemy colors when peaceful mode is enabled
There is a mod for that: https://mods.factorio.com/mod/Enemy_Color