The bottleneck on Fulgora is the ratio and recycling of unwanted items, not productivity. This aims to reduce the recycling of unwanted itemscomputeraddict wrote: Sun Apr 27, 2025 3:49 pmIsn't this scrap productivity? https://wiki.factorio.com/Scrap_recycli ... (research)
Search found 21 matches
- Sun Apr 27, 2025 11:05 pm
- Forum: Ideas and Suggestions
- Topic: Infused scrap on Fulgora
- Replies: 5
- Views: 606
Re: Infused scrap on Fulgora
- Sun Apr 27, 2025 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Infused scrap on Fulgora
- Replies: 5
- Views: 606
Re: Infused scrap on Fulgora
Thanks for feedback!
Considering that recycler cannot choose a recipe, so it's a new scrap, made from assembler or em plant, that will give different result when recycled. Thinking again, maybe 10s will be too much for recycling, so a faster time may be used instead, surely need some balancing ...
Considering that recycler cannot choose a recipe, so it's a new scrap, made from assembler or em plant, that will give different result when recycled. Thinking again, maybe 10s will be too much for recycling, so a faster time may be used instead, surely need some balancing ...
- Sun Apr 27, 2025 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Infused scrap on Fulgora
- Replies: 5
- Views: 606
Infused scrap on Fulgora
TL;DR
Add a new scrap on Fulgora, unlocked from either Aquilo pack research, or all 3 planets science pack research
What?
Though similar with https://forums.factorio.com/viewtopic.php?t=126852, the purpose of this suggestion is to enable scaling for science / some other components on late ...
Add a new scrap on Fulgora, unlocked from either Aquilo pack research, or all 3 planets science pack research
What?
Though similar with https://forums.factorio.com/viewtopic.php?t=126852, the purpose of this suggestion is to enable scaling for science / some other components on late ...
- Fri Oct 25, 2019 2:19 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 62347
Re: Friday Facts #318 - New Tooltips
Have you also change power's performance to current / max output? Thats awesome.
And generate x consume y tooltip will be very very handy for new players!
And generate x consume y tooltip will be very very handy for new players!
- Fri Sep 27, 2019 2:25 pm
- Forum: News
- Topic: Friday Facts #314 - 0.17 stable
- Replies: 105
- Views: 61641
Re: Friday Facts #314 - 0.17 stable
The same can be arguable with blueprint, where easily plop blueprints everywhere reduce the accomplishment of building a factory.
But sometimes we need to compare with the goal set. If the goal is megabases, using blueprint won't reduce the feel of accomplishment. But if the goal is just launch ...
But sometimes we need to compare with the goal set. If the goal is megabases, using blueprint won't reduce the feel of accomplishment. But if the goal is just launch ...
- Fri Sep 13, 2019 3:05 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 85551
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
I think it's easier to revert mixing fluid to 0.16, then convert all regular pipe as single pipe (horizontal / vertical), and introduce more pipe types:
- junction pipe: can branch like current pipe
- one way pipe
- pipe splitter: split and and merge liquid
Furthermore it's better to introduce ...
- junction pipe: can branch like current pipe
- one way pipe
- pipe splitter: split and and merge liquid
Furthermore it's better to introduce ...
- Fri Aug 23, 2019 2:07 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 174689
Re: Friday Facts #309 - Controversial opinions
For adventure mode, in vanilla there already underground belts and pipes, so technically those 2 are in different dimensions relative to the surface one.
Additionally, caves can be implemented like factorissimo (which should be similar with diablo 2 cave system).
For line of sight, dota 2 did it ...
Additionally, caves can be implemented like factorissimo (which should be similar with diablo 2 cave system).
For line of sight, dota 2 did it ...
- Fri Jul 26, 2019 2:57 am
- Forum: Pending
- Topic: [0.17.58] Seablock mod - crash when autosaving
- Replies: 2
- Views: 1575
Re: [0.17.58] Seablock mod - crash when autosaving
Up to now (+- 4 hours gameplay) it's not happening again. Will inform if something happened again.Rseding91 wrote: Thu Jul 25, 2019 11:50 am Thanks for the report. When I look at the log file it's not showing what's crashing - just that *something* crashed.
Is it reproducible?
- Thu Jul 25, 2019 3:06 am
- Forum: Pending
- Topic: [0.17.58] Seablock mod - crash when autosaving
- Replies: 2
- Views: 1575
[0.17.58] Seablock mod - crash when autosaving
Don't know if this is the right place to report (and I don't mind the crash too, but it's asking me to report it). Savefile & log attached.
Mods:
- seablock & it's dependencies
- LTN
Crash when:
- designing arboretum
- autosaving
Edit: autosaving is actually success, but crash afterwards ...
Mods:
- seablock & it's dependencies
- LTN
Crash when:
- designing arboretum
- autosaving
Edit: autosaving is actually success, but crash afterwards ...
- Fri May 10, 2019 5:11 pm
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 27805
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
For me, FFF is a form of communication from devs to players. It makes me understand what kind of challenges you face for some improvement and / or balancing, and show how much care the devs got for their game. Forum discussion for each post also amp'ed the benefits.
Other than as a good form of ...
Other than as a good form of ...
- Sat Apr 27, 2019 12:44 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 27245
Re: Friday Facts #292 - Inching closer to stable
You're all lying. That amount of bug fix and patch, under illness wave and easter vacation? Please tell me that you're lying, please... 

- Mon Mar 25, 2019 6:08 am
- Forum: Ideas and Suggestions
- Topic: Power Switch to behave like Big Electric Pole
- Replies: 0
- Views: 870
Power Switch to behave like Big Electric Pole
TL;DR
Make Power Switch to has same reach as Big Electric Pole, and connect automatically with nearest power pole.
What ?
To makes setting up power switch easier, I wonder if power switch can behave like Big Electric pole? That has same wire reach and automatically connect to one with ...
Make Power Switch to has same reach as Big Electric Pole, and connect automatically with nearest power pole.
What ?
To makes setting up power switch easier, I wonder if power switch can behave like Big Electric pole? That has same wire reach and automatically connect to one with ...
- Thu Feb 28, 2019 12:14 am
- Forum: Not a bug
- Topic: [Dominik][0.17.2] pipes not completely emptying when they should
- Replies: 5
- Views: 1797
Re: [0.17.2] pipes not completely emptying when they should
Isn't this fluid behavior is same with 0.16? It may be intended or buggy due to delayed fluid algorithm.
- Sat Feb 02, 2019 1:20 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 118558
Re: Friday Facts #280 - Visual Feedback is the king
Awesome addition. Will the toolbars can be used by mods? It'll be very tidy to use toolbar as mod option panel / toggle button.
- Fri Dec 07, 2018 3:54 pm
- Forum: News
- Topic: Friday Facts #272 - Mod GUI
- Replies: 78
- Views: 41514
Re: Friday Facts #272 - Mod GUI
Small typo...
fff-272-mod-gui-update.png
I like the new gui a lot, can't wait until january. Also the update only selected is a great feature.
Hopefully some pics from GDS next fff?
Solved. The images uploaded weren't the last version by mistake (humans). Now it's up to date.
By how much ...
- Sat Oct 27, 2018 1:09 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 292679
Re: Friday Facts #266 - Cleanup of mechanics
I don't agree with removing pickaxe. Sure they're almost useless mechanics and become obsolete after construction bots, but that's because construction bots have instant mining speed. That's another topic though.
Instead make pickaxe rather expensive. Improve all non-pickaxe, iron and steel mining ...
Instead make pickaxe rather expensive. Improve all non-pickaxe, iron and steel mining ...
- Fri Sep 28, 2018 5:02 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 68073
Re: Friday Facts #262 - Hello my name is: Compilatron
Please tell me the robot assistant is only in the tutorial campaign, or has an option to disable it.
Compilatron will be great for the tutorial! (like the companion cube in portal squee)
I would suggest it be turned off by default in regular gameplay, with an option to turn it on when the ...
- Sat Sep 15, 2018 6:34 am
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 158102
Re: Friday Facts #260 - New fluid system
IMO, adding 2 limitations can help to greatly reduce the problem:
1. Fluid flow in integer, or better in 10 (or 2) units of fluid
2. Limit junctions to one way. For T junction there will be 1 input, 2 output each 50%. For cross junction there will be 1 input, 3 output each 33% or 2 input, 2 output ...
1. Fluid flow in integer, or better in 10 (or 2) units of fluid
2. Limit junctions to one way. For T junction there will be 1 input, 2 output each 50%. For cross junction there will be 1 input, 3 output each 33% or 2 input, 2 output ...
- Fri Aug 03, 2018 3:28 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 109154
Re: Friday Facts #254 - No research queue for you
The thing is optional, if you don't like it don't use it.
It is always "not good" if a single person decides what others need/want ;)
It's ok to say "this is the way 'we' would like you to play" and disable it by default, but an option for the player to decide would be better.
This seems to be ...
It is always "not good" if a single person decides what others need/want ;)
It's ok to say "this is the way 'we' would like you to play" and disable it by default, but an option for the player to decide would be better.
This seems to be ...
- Fri Aug 03, 2018 3:17 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 109154
Re: Friday Facts #254 - No research queue for you
Come on guys - handle the research queue like Civilization and stop trying to reinvent every wheel you see. I love you guys for making better wheels, but I don't think your proclivity for it is helping you on this issue. I've mixed feelings on killing it - I would like to see it, with a popup that ...