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Search found 1089 matches
- 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
- 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.
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.
- 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
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Changes
- Added fluidbox_index to simple coal liquefaction in the same way basic oil processing has.
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- 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 ...
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 ...
- 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 ...
- Tue Jun 23, 2026 1:05 pm
- Forum: Ideas and Suggestions
- Topic: Selecting a recipe with a single click while Quality is researched
- Replies: 2
- Views: 94
- 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
Day Phase Adjuster has support for 2.0 & Space Age planetsRocketManChronicles 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.
Diurnal Dynamics adds even more nighttime mechanics.
Good Luck!
- 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.
- 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 ...
- 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 ...
- 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.
Good Luck!
I agree that this would be nice-to-have as a Setting, but this is Factorio - everything can be modded.
Good Luck!
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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!
Good Luck!
- 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 ...
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 ...
- 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 ...
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 ...
- Sat Jun 20, 2026 12:50 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
- 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 ...
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 ...
- 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 ...
: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 ...