Practical case:
in my experience, I manage more than 30 spaceships that send items from one planet to another. Each ship sends a different item, but the condition is always the same. Right now, I must manually recreate each stop and condition for every new ship, which is tedious and error-prone ...
Search found 698 matches
- Tue Sep 16, 2025 4:21 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 20
- Views: 7532
- Tue Sep 16, 2025 3:31 am
- Forum: Ideas and Suggestions
- Topic: Change train station already added to schedule
- Replies: 20
- Views: 7532
- Tue Sep 16, 2025 12:26 am
- Forum: Not a bug
- Topic: [2.0.66] Water un-filling recipe has output on the wrong side
- Replies: 2
- Views: 79
Re: Bug: Water un-filling recipe has output on the wrong side
Assembling Machine Entity Definition :
fluid_boxes =
{
{
production_type = "input",
pipe_picture = assembler2pipepictures(),
pipe_covers = pipecoverspictures(),
volume = 1000,
pipe_connections = {{ flow_direction="input", direction = defines.direction.north, position = {0, -1 ...
fluid_boxes =
{
{
production_type = "input",
pipe_picture = assembler2pipepictures(),
pipe_covers = pipecoverspictures(),
volume = 1000,
pipe_connections = {{ flow_direction="input", direction = defines.direction.north, position = {0, -1 ...
- Sun Sep 14, 2025 11:38 pm
- Forum: Modding help
- Topic: How is the Robot Energy Multiplier set?
- Replies: 4
- Views: 217
Re: How is the Robot Energy Multiplier set?
This may be hardcoded and/or calculated somewhere weird?
The closest I could find is the localization strings in data/core/locale/en/core.cfg :
[gui-space-locations]
overview=Overview
title=Space map
view=View
planet-surface-not-generated=Planet surface not generated
contains=Contains
connections ...
The closest I could find is the localization strings in data/core/locale/en/core.cfg :
[gui-space-locations]
overview=Overview
title=Space map
view=View
planet-surface-not-generated=Planet surface not generated
contains=Contains
connections ...
- Sun Sep 14, 2025 12:15 am
- Forum: Modding discussion
- Topic: Recycling items with > 12 ingredients
- Replies: 1
- Views: 147
Re: Recycling items with > 12 ingredients
It turns out the recycler only has 12 output slots, so only 12 out of 19 ingredients will be retrieved. The rest just disappears into nothingness.
This is not random, always the same items are missing, making quality upcycling impossible.
This behavior was previously determined to be Not a Bug ...
This is not random, always the same items are missing, making quality upcycling impossible.
This behavior was previously determined to be Not a Bug ...
- Sat Sep 13, 2025 4:55 pm
- Forum: Ideas and Requests For Mods
- Topic: in-game changes through the UI like new recipes and ores
- Replies: 1
- Views: 106
Re: in-game changes through the UI like new recipes and ores
Data Lifecycle documentation
It is not really possible to make Data stage changes (affecting Prototypes such as Ores and Recipes) dynamically while in the Runtime stage (the game is “running”). You can use Mod Settings to selectively enable/disable recipes or make scripted changes within a mod ...
It is not really possible to make Data stage changes (affecting Prototypes such as Ores and Recipes) dynamically while in the Runtime stage (the game is “running”). You can use Mod Settings to selectively enable/disable recipes or make scripted changes within a mod ...
- Sat Sep 13, 2025 2:18 pm
- Forum: Technical Help
- Topic: F picks up an area of materials
- Replies: 2
- Views: 327
Re: F picks up an area of materials
Far Reach changelog says:
Take a look at the Mod Settings menu. Good Luck!Version: 2.0.2
Date: 2025-09-12
- Set default item pickup distance bonus to zero as it also affects picking up from belts.
Version: 2.0.1
Date: 2025-09-08
- Add support for item pickup distance bonus.
- Tue Sep 09, 2025 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Option to track achievements per save
- Replies: 3
- Views: 254
Re: Option to track achievements per save
Many people, myself included attempt to do 100% achievement runs. This is usually done by deleting (Steam) achievements.
You can Download the game directly from the Factorio website, after linking your Steam purchase. The "Zip" package defaults to using a Self-Contained Data directory, so ...
You can Download the game directly from the Factorio website, after linking your Steam purchase. The "Zip" package defaults to using a Self-Contained Data directory, so ...
- Tue Sep 09, 2025 8:34 pm
- Forum: Ideas and Suggestions
- Topic: New building: Train depo for automating
- Replies: 2
- Views: 239
Re: New building: Train depo for automating
Feature exists: Middle-Click to set slot filters.Green Cat wrote: Tue Sep 09, 2025 6:25 pmHeck. even add filters for the wagons, meaning nothing except the desiered items will fit in the wagon
Good Luck!
- Tue Sep 09, 2025 4:47 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Unique chunk ID
- Replies: 3
- Views: 1206
Re: Unique chunk ID
Do you ahve a source about how positions are stored?
The Factorio Wiki states that the Map is clamped to a size of +/- 1M tiles; which is just below 2^21(=2,097,152) Tiles total X/Y length... sub-tile precision can be handled using the remaining 11 Bits. Experimental teleporting to the map edge ...
The Factorio Wiki states that the Map is clamped to a size of +/- 1M tiles; which is just below 2^21(=2,097,152) Tiles total X/Y length... sub-tile precision can be handled using the remaining 11 Bits. Experimental teleporting to the map edge ...
- Mon Sep 08, 2025 11:01 pm
- Forum: Duplicates
- Topic: [2.0.66] Red X stays in the chest when logistic bots pick up the item before construction bots do it
- Replies: 2
- Views: 319
- Mon Sep 08, 2025 1:57 pm
- Forum: Resolved Requests
- Topic: Please add descriptions to the hidden tag of new prototypes such as space-locations
- Replies: 5
- Views: 1277
Re: Please add descriptions to the hidden tag of new prototypes such as space-locations
The documentation describes current behaviour, not necessarily intended behaviour. If you want to find out whether something is intended behaviour, make a bug report.
This is an interesting angle on documentation ambiguity. It seems like it would be a lot of work for all involved to make a ...
- Sat Sep 06, 2025 4:01 pm
- Forum: Technical Help
- Topic: Silent crash on game load (no Windows Event Log errors). All standard fixes exhausted. Possible hardware conflict?
- Replies: 1
- Views: 357
Re: Silent crash on game load (no Windows Event Log errors). All standard fixes exhausted. Possible hardware conflict?
Which categories are you searching in Windows Event Viewer? There should be something to indicate that factorio.exe exited...
Attempt to diagnose RAM: Unfortunately, I cannot run the MemTest86 test due to a hardware feature of the laptop: when booting from a flash drive, the image is not displayed ...
Attempt to diagnose RAM: Unfortunately, I cannot run the MemTest86 test due to a hardware feature of the laptop: when booting from a flash drive, the image is not displayed ...
- Fri Sep 05, 2025 4:58 pm
- Forum: Modding help
- Topic: Can spoilage decay into nothing?
- Replies: 2
- Views: 234
Re: Can spoilage decay into nothing?
Code: Select all
data.raw.capsule["raw-fish"].spoil_ticks = 60
data.raw.capsule["raw-fish"].spoil_result = null
Good Luck!
- Fri Sep 05, 2025 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Robots falling from the sky could make things catch fire
- Replies: 2
- Views: 217
Re: Robots falling from the sky could make things catch fire
This sounds like the Robot Attrition mod, with extra fire. :twisted:
From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}
I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
From control.lua line 96:
bot.surface.create_entity{name = "robot-explosion", position=bot.position}
I think you can change out the robot-explosion for a Damage-generating entity like fire-flame and it will "just work ...
- Fri Sep 05, 2025 5:08 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 695
Re: Why a 7 minute day/night cycle?
As an aside, if the Egyptians didn't divide their sundials into 12 sections (12 hours) and the Babylonians didn't influence them with a hexadecimal system for calculating astrologic events (60 mins and 60 seconds), we could have a "metric clock" that would be more mathematically pleasing.
Metric ...
Metric ...
- Fri Sep 05, 2025 4:30 am
- Forum: General discussion
- Topic: Why a 7 minute day/night cycle?
- Replies: 10
- Views: 695
Re: Why a 7 minute day/night cycle?
25200 / 60 = 420 Seconds
I’m not saying this is the official reason, but it is a reason : round numbers are like, so cool, dude.
nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days or ticks that have passed. Everything is expressed/measured ...
I’m not saying this is the official reason, but it is a reason : round numbers are like, so cool, dude.
nobody (and I mean nobody) measures output, achievements, progression in game, etc. by the number of days or ticks that have passed. Everything is expressed/measured ...
- Thu Sep 04, 2025 11:15 pm
- Forum: Not a bug
- Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
- Replies: 7
- Views: 755
Re: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
If there isn't one already, someone should make a Suggestion thread asking that the "inbound rocket" condition/count be made visible in the schedule panel. It would clear up a lot of the confusion.
Platform requested item inflight indicator
08-31-2025, 10-18-53.png
Feature Exists, in at ...
- Thu Sep 04, 2025 6:23 pm
- Forum: Gameplay Help
- Topic: Heat pipe throughput not enough
- Replies: 6
- Views: 582
Re: Heat pipe throughput not enough
The setup i built is compact
I count at least 56 Heat Pipes between the closest Reactors and the farthest Heat Exchanger of your design. The blueprint I posted has a worst-case length of only 35 Heat Pipes . So while your setup may be Compact in terms of Square Footage it is a long distance for ...
I count at least 56 Heat Pipes between the closest Reactors and the farthest Heat Exchanger of your design. The blueprint I posted has a worst-case length of only 35 Heat Pipes . So while your setup may be Compact in terms of Square Footage it is a long distance for ...
- Thu Sep 04, 2025 5:00 pm
- Forum: Gameplay Help
- Topic: Heat pipe throughput not enough
- Replies: 6
- Views: 582
Re: Heat pipe throughput not enough
Heat Exchangers work similar to the "old Fluid system", which moves Heat according to the Delta between Entities; it does not instantly move Heat from one end of the network to the other like Fluids currently do. You have a very long & winding Heat Pipe network which obstructs the Flow.
Try ...
Try ...