Search found 121 matches
- Thu Jul 02, 2026 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Recycler (toggle) to output belt stacks only
- Replies: 6
- Views: 301
Re: Recycler (toggle) to output belt stacks only
To be fair, the big mining drill outputs ore in stacks. So there is some precedent for a machine doing it.
Even recyclers themselves are doing it if they have more than 1 of the same item. It is the inconsistency that is annoying which comes from the recyle probabilities. There are times when ...
- Wed Jul 01, 2026 12:53 pm
- Forum: Ideas and Suggestions
- Topic: Recycler (toggle) to output belt stacks only
- Replies: 6
- Views: 301
Re: Recycler (toggle) to output belt stacks only
You can do this yourself with a chest, combinator, and stack inserter per recycler.
Yes, that is what I do to every recycler and it is very tedious once you implement it across thousands of them. I also have concerns about performance of thousands of individual circuit networks. And finally it ...
- Wed Jul 01, 2026 10:52 am
- Forum: Ideas and Suggestions
- Topic: Recycler (toggle) to output belt stacks only
- Replies: 6
- Views: 301
Recycler (toggle) to output belt stacks only
I keep having troughput issues with recylers outputing items on belts since they keep wasting belt troughput by outputing not full item stack heights (less then 4 items per belt tile). I want my belts to be full, to allow me to use proper ratios, which is hard to impossible with current output logic ...
- Wed Jun 24, 2026 5:15 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 211
- Views: 131197
Re: Version 2.1.7
Have you considered train stops on curved rails? With everything now supporting operations on curved rails the train stops are the last outliers.
Also, has there been a discussion on the topic of rounding quality productivity modules productivity bonus? It seems so arbitrary while quality modules ...
Also, has there been a discussion on the topic of rounding quality productivity modules productivity bonus? It seems so arbitrary while quality modules ...
- Fri Jun 19, 2026 12:48 pm
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 29592
Re: Friday Facts #443 - More Planet Deliveries
just make a "friendly fire" (circuit condition) toggle for the mines and let the fun unravel! 
- Mon Mar 03, 2025 5:56 pm
- Forum: Ideas and Suggestions
- Topic: Shift + right click to mark for deconstruction
- Replies: 5
- Views: 2008
Re: Shift + right click to mark for deconstruction
What do I have to say. My playstile includes fiddling with trains and you can't decon just a train without rails. There are issues with elevated rails as you have mentioned. Sometimes I want to tidy up some forest, but trees overlap. When I do use decon planner and I miss the entity, I decon a ...
- Sun Mar 02, 2025 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Shift + right click to mark for deconstruction
- Replies: 5
- Views: 2008
Re: Shift + right click to mark for deconstruction
This is a good tip. I still find it to be a suboptimal sollution since buildings might overlap and with decon planner you mark for deconstructiong multiple of them. The approach of the remote view, where you have to hold the right click for a split second to decon a single object, is more suitable ...
- Sun Mar 02, 2025 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Shift + right click to mark for deconstruction
- Replies: 5
- Views: 2008
Shift + right click to mark for deconstruction
You can already Shift + left click to place a blueprint if you can't reach the area (or if you haven't got the building)
It would seem obvious to me that shift+right click would allow me to mark for deconstruction, if I can't reach. I know you can do that from remote view without the need to hold ...
It would seem obvious to me that shift+right click would allow me to mark for deconstruction, if I can't reach. I know you can do that from remote view without the need to hold ...
- Sun Feb 02, 2025 12:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.32] Vulcanus 7 soundtrack glitch
- Replies: 6
- Views: 2967
[Donion] [2.0.32] Vulcanus 7 soundtrack glitch
Since the launch of the soundtrack I've been noticing something weird about the beginning of the track Vulcanus 7 - Sulphuric Breath. I haven't found anyone addressing it, so here I go.
In the beginning of the track the violin triplets keep ramping up till a 24-25 second mark where is a very brief ...
In the beginning of the track the violin triplets keep ramping up till a 24-25 second mark where is a very brief ...
- Wed Jan 01, 2025 1:14 pm
- Forum: Minor issues
- Topic: [2.0.28] Visual bug with elevated rails and chain signals
- Replies: 1
- Views: 947
[2.0.28] Visual bug with elevated rails and chain signals
I've found a Visual bug concerning elevated rails and chain signals, check the photo. Visual issue of the right chain signal being under the other's signal foundation is only present in this orientation. Normal signals have different base graphics and are not effected
BP exchange string ...
BP exchange string ...
- Sat Nov 09, 2024 3:55 pm
- Forum: Ideas and Suggestions
- Topic: Roboport Ghosts should show coverage area
- Replies: 10
- Views: 3383
Re: Roboport Ghosts should show coverage area
+1 Please implement this! It is a very important Quality of life! I was just about to request this in a new thread
- Fri Nov 01, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #435 - Space Age Soundtrack release
- Replies: 26
- Views: 19699
Re: Friday Facts #435 - Space Age Soundtrack release
Spotify release when? Please, do it for the OG sountrack too!
Thank you a lot for the release though! Will buy it first thing once I get home!
Thank you a lot for the release though! Will buy it first thing once I get home!
- Mon Oct 28, 2024 9:38 pm
- Forum: Releases
- Topic: Version 2.0.12
- Replies: 21
- Views: 22187
Re: Version 2.0.12
The devs working during weekend and Czech national holiday, just amazing <3
- Wed Oct 23, 2024 9:48 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 183
- Views: 89325
Ability to craft lower quality with higher quality
IMHO it should be possible to craft lower quality items with partially higher quality items.
Otherwise there is no automated use of higher quality items, unless you want to produce like quality science with the whole production chain having multiple quality tier recipe assemblers.
As every ...
Otherwise there is no automated use of higher quality items, unless you want to produce like quality science with the whole production chain having multiple quality tier recipe assemblers.
As every ...
- Mon Oct 21, 2024 12:11 pm
- Forum: News
- Topic: Factorio: Space Age is here!
- Replies: 126
- Views: 149911
Re: Factorio: Space Age is here!
Will there be an expansion sountrack release? Any ETA a.k.a. soon/later/no? I would like to buy it
- Fri Oct 18, 2024 11:14 am
- Forum: News
- Topic: Friday Facts #433 - Liftoff Initiated
- Replies: 140
- Views: 72823
Re: Friday Facts #433 - Liftoff Initiated
Is it better for you if we buy the expansion on your site and then claim it on the Steam, or just if we buy it on the Steam straight away?
- Fri Oct 11, 2024 11:37 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 102250
Re: Friday Facts #432 - Aquilo
Does Aquilo have a day night cycle, or is it just a permanent 1% solar? If it does, is it even noticable to the player besides solar not working at night?
- Fri Oct 11, 2024 11:28 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 102250
Re: Friday Facts #432 - Aquilo
With the need to route heat pipes everywhere, aren't belts even more debuffed compared to bots and logistic system? Can bots fly outside of heated areas?
- Fri Sep 27, 2024 11:17 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 149873
Re: Friday Facts #430 - Drowning in Fluids
The visualisations are awesome, great work!
- Fri Sep 27, 2024 11:14 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 149873
Re: Friday Facts #430 - Drowning in Fluids
The 250x250 pipeline limit is just few tiles off the chunks multiple. Please make it 256x256
I wonder if you could somewhat easily cheat on the pipeline size limitation just by placing bidirectional pumps everywhere with logic to pump only when target fullness is smaller (by some margin) than ...
I wonder if you could somewhat easily cheat on the pipeline size limitation just by placing bidirectional pumps everywhere with logic to pump only when target fullness is smaller (by some margin) than ...