Search found 1089 matches

by eugenekay
Tue Jun 23, 2026 11:02 pm
Forum: Ideas and Suggestions
Topic: Circuit control underground belts like you can with underground pipes
Replies: 1
Views: 81

Re: Circuit control underground belts like you can with underground pipes

134099:
Rseding91 wrote: Tue Jun 23, 2026 3:37 pm
sarge945 wrote: Tue Jun 23, 2026 3:33 pmLike adding wire connections for underground pipes but not underground belts.
Underground belts have many issues related to wires and belt contents. They were discussed and rejected.
Good Luck!
by eugenekay
Tue Jun 23, 2026 7:44 pm
Forum: Gameplay Help
Topic: Why does "each" not work in the train schedule?
Replies: 2
Views: 132

Re: Why does "each" not work in the train schedule?

Are you sure it doesn’t work? I have not tried “Each” myself in schedules.

It is possible to put the anything signal in a train condition; while there is no visual indicator of the circuit condition it operates just fine.
by eugenekay
Tue Jun 23, 2026 7:31 pm
Forum: Not a bug
Topic: [2.1.7] Oil refineries having one output instead of three?
Replies: 6
Views: 271

Re: [2.1.7] Oil refineries having one output instead of three?

2.1.7 Changelog includes:
Changes
  • Added fluidbox_index to simple coal liquefaction in the same way basic oil processing has.
This appears to be an intentional change to bring parity with the other Oil Processing recipes.

Good Luck!
by eugenekay
Tue Jun 23, 2026 7:25 pm
Forum: General discussion
Topic: Too many last minute changes
Replies: 23
Views: 1004

Re: Too many last minute changes

It case you haven’t noticed, the released version is 2.1.7, not 2.1. That should tell you something.

The first (publicly!) released version of the 2.0.X branch was 2.0.7 . This indicates to me that Wube takes their time by iteratively applying fixes during internal testing before release, rather ...
by eugenekay
Tue Jun 23, 2026 4:18 pm
Forum: Videos
Topic: I running Factorio 2.0 DEMO on intel atom n550 (2010) with software render (no gpu) and laughing rocket in demo
Replies: 2
Views: 239

Re: I running Factorio 2.0 DEMO on intel atom n550 (2010) with software render (no gpu) and laughing rocket in demo

Yes, the Factorio Demo is "just" a slightly-cut-down version of the Base Game. It is intended to guide you towards purchasing a full License if you enjoy the game mechanics. Analysis of the data/base/ resources included with the Demo shows that almost the entire contents of the Base Game is present ...
by eugenekay
Mon Jun 22, 2026 7:03 pm
Forum: Ideas and Suggestions
Topic: Adjustable Day/Night Cycle Option
Replies: 1
Views: 119

Re: Adjustable Day/Night Cycle Option

RocketManChronicles wrote: Mon Jun 22, 2026 5:27 pmOne mod I used a lot in 1.1 and earlier was adjusting the day/night cycle on Nauvis to make both days and nights longer.
Day Phase Adjuster has support for 2.0 & Space Age planets
Diurnal Dynamics adds even more nighttime mechanics.

Good Luck!
by eugenekay
Sun Jun 21, 2026 9:33 pm
Forum: Ideas and Suggestions
Topic: Radar "orbit" operation mode
Replies: 2
Views: 183

Re: Radar "orbit" operation mode

This may already exist? The linked section of FFF-441 actually says:
On a platform you can filter the channels by current location to get missing planet materials or available cargo, and implement whatever logic you might like to control and command your fleet.
by eugenekay
Sun Jun 21, 2026 8:46 pm
Forum: Not a bug
Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
Replies: 9
Views: 463

Re: [2.0.77] Inserter throughput from corner belt changes with belt direction


I wonder if 2.1 inserter flipping also flips the pickup lane...


Unlikely; that feature appears to move only the Dropoff position according to the movement of the yellow “triangles” in the FFF-442 screenshot. The Pickup location (straight line) is unmoved in the demo GIF while switching lanes ...
by eugenekay
Sun Jun 21, 2026 3:32 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 170
Views: 24415

Re: Friday Facts #443 - More Planet Deliveries


A circuit connected wall sounds pretty silly


Circuit wires can be connected to Wall "ghosts", which persists after it is Built/Revived, or Blueprinted:

06-21-2026, 11-31-03.png

This can be used to create a Sensor - if Biters eat part of the wall then the Circuit is broken, activating an ...
by eugenekay
Sun Jun 21, 2026 2:47 pm
Forum: Ideas and Suggestions
Topic: make item ghosts that are "on route" more obvious
Replies: 2
Views: 166

Re: make item ghosts that are "on route" more obvious

Ghost Painter allows you to change the GhostTintSet properties in-game. Or you can find them in utility-constants.lua.

I agree that this would be nice-to-have as a Setting, but this is Factorio - everything can be modded. :lol:

Good Luck!
by eugenekay
Sun Jun 21, 2026 2:35 pm
Forum: Not a bug
Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
Replies: 9
Views: 463

Re: [2.0.77] Inserter throughput from corner belt changes with belt direction

I guess it has something to do with which lane the inserter prioritizes.

Yes, from the Wiki again:
If the belt is the same/opposite orientation of the inserter or a curve, the inserter prefers taking from the left lane, from the belt's perspective.
https://forums.factorio.com/download/file.php ...
by eugenekay
Sat Jun 20, 2026 10:42 pm
Forum: Modding discussion
Topic: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting
Replies: 5
Views: 210

Re: [2.0.77] "Drop Near" / "Drop Far" messages on settings pasting


It is not a mod problem. There is nothing in the code that would create those messages; this comes out of the engine.


This looks exactly like the "cidl-drop-near" message from ChangeInserterDropLane .
--- @param entity LuaEntity
--- @param is_far boolean
local function change_mode_fx(entity ...
by eugenekay
Sat Jun 20, 2026 9:26 pm
Forum: Not a bug
Topic: [2.0.77] Inserter throughput from corner belt changes with belt direction
Replies: 9
Views: 463

Re: [2.0.77] Inserter throughput from corner belt changes with belt direction

Inserters:
Inserters may have problems picking up items:

From very fast belts, because the items are moving too quickly.
From the entry or exit of an underground belt (because the time they have to pick up is shorter)
From turning belts if the item is on the inside of the corner



When ...
by eugenekay
Sat Jun 20, 2026 8:06 pm
Forum: Ideas and Suggestions
Topic: Increase big power pole circuit wire reach for all entities
Replies: 1
Views: 117

Re: Increase big power pole circuit wire reach for all entities

The maximum wire reach is determined by the lessor of either end of the connection - it is not the Big Power Pole which is limiting the circuit_wire_max_distance - it is pretty explicitly set at the prototype stage to use these constants.

Good Luck!
by eugenekay
Sat Jun 20, 2026 3:00 pm
Forum: Ideas and Suggestions
Topic: Pasting upgraded assemblers with different modules
Replies: 2
Views: 123

Re: Pasting upgraded assemblers with different modules

You can use an Upgrade Planner configured to upgrade an "Empty module slot":

06-20-2026, 10-54-28.png

06-20-2026, 10-59-20.png

06-20-2026, 10-59-36.png

0eNqdkNFqwzAMRf9FzzGUNu0Ww75kjKElamewZNdWykLwv9d+6Lqxp/VFSLLu8eWuMMdTwoneo0cRSmBXyKTq5JRbzxgjpdq+rnBMgdtOl0hggUSdLtCBILcZcyb ...
by eugenekay
Sat Jun 20, 2026 2:43 pm
Forum: Outdated/Not implemented
Topic: [2.0.77] Heat exchanger and steam turbine operating temperature does not account for delta to ambient temperature
Replies: 15
Views: 782

Re: [2.0.77] Heat exchanger and steam turbine operating temperature does not account for delta to ambient temperature

is this just a tooltip inaccuracy?

Yes, in-game tooltips display rounded numbers to an arbitrary position; not the internal game-engine values. When benchmarked over 6000 ticks this setup produces 10309.2781 units of Steam / 100 Seconds = 103.09278 1 per second.

06-20-2026, 10-32-38.png ...
by eugenekay
Wed Jun 17, 2026 11:43 pm
Forum: Ideas and Suggestions
Topic: Open-source the Factorio game engine
Replies: 7
Views: 776

Re: Open-source the Factorio game engine

You may find this interview with kovarex to be interesting as it comes “directly from the developers”. According to the translated transcription:

2:39 For example you are thinking about making Factorio open source. Can you tell us more about that?
2:45 -Yes, I can. -Philosophically... I wanted that ...
by eugenekay
Mon Jun 15, 2026 1:27 pm
Forum: Ideas and Suggestions
Topic: Turret radius adjustments bring new possibilities to space platform construction.
Replies: 2
Views: 284

Re: Turret radius adjustments bring new possibilities to space platform construction.

Currently, most of them fire in a 360° radius around themselves. :|

:not-enough-repair-packs: I'd like to propose adding the ability to narrow this radius to the player's needs. :not-enough-repair-packs:
The simplest example would be to make machine gun turrets fire directly in front of the space ...

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