#1 is is actually based on how real oil fields operate. We can't actually pump every last drop from a given borehole because as the oil is extracted, the pressure in the reservoir decreases. At some point, you get only tiny amounts of oil out because your pump can only suck so hard.
#2 is that ...
Search found 1379 matches
- Fri Jul 03, 2026 11:16 am
- Forum: Gameplay Help
- Topic: Why are oil fields and pumpjacks designed this way?
- Replies: 1
- Views: 118
- Thu Jul 02, 2026 3:13 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Roboports should report ghost entities
- Replies: 5
- Views: 206
Re: [2.1] Roboports should report ghost entities
Previously:
viewtopic.php?t=133812 (in Outdated/not implemented)
viewtopic.php?t=39474 (very long thread where all the suggestions of the same kind were merged, except the one that was moved to outdated/not implemented)
viewtopic.php?t=133812 (in Outdated/not implemented)
viewtopic.php?t=39474 (very long thread where all the suggestions of the same kind were merged, except the one that was moved to outdated/not implemented)
- Thu Jul 02, 2026 3:03 pm
- Forum: Not a bug
- Topic: [2.1.9] Using script to fast_replace locomotive drops item on ground
- Replies: 2
- Views: 88
Re: [2.1.9] Using script to fast_replace locomotive drops item on ground
Thank you! I forgot about that option.
- Thu Jul 02, 2026 3:48 am
- Forum: Resolved for the next release
- Topic: [2.1.9] Moving a train manually prevents script fast_replace from working
- Replies: 1
- Views: 111
[2.1.9] Moving a train manually prevents script fast_replace from working
What did you do?
1. Open a map with Quality mod enabled.
2. Place a locomotive on some track and build a station some distance in front of it.
3. Without moving it, select the locomotive and run the following command to replace it with a legendary locomotive:
/c local e = game.player.selected; e ...
1. Open a map with Quality mod enabled.
2. Place a locomotive on some track and build a station some distance in front of it.
3. Without moving it, select the locomotive and run the following command to replace it with a legendary locomotive:
/c local e = game.player.selected; e ...
- Thu Jul 02, 2026 3:33 am
- Forum: Not a bug
- Topic: [2.1.9] Using script to fast_replace locomotive drops item on ground
- Replies: 2
- Views: 88
[2.1.9] Using script to fast_replace locomotive drops item on ground
What did you do?
1. Open a map with Quality mod enabled.
2. Place a normal Locomotive.
3. Select it and run the following command:
/c local e = game.player.selected; e.surface.create_entity{name="locomotive", quality="legendary", position=e.position, orientation=e.orientation, force=e.force ...
1. Open a map with Quality mod enabled.
2. Place a normal Locomotive.
3. Select it and run the following command:
/c local e = game.player.selected; e.surface.create_entity{name="locomotive", quality="legendary", position=e.position, orientation=e.orientation, force=e.force ...
- Thu Jul 02, 2026 3:10 am
- Forum: Bug Reports
- Topic: [2.1.9] Manually fast-replacing rolling stock with different entity does not snap
- Replies: 0
- Views: 77
[2.1.9] Manually fast-replacing rolling stock with different entity does not snap
What did you do?
1. Create a modded locomotive "New Locomotive" with the same fast_replaceable_group as the base locomotive. (See attached test mod)
2. Start a new game or open the attached save. Place a Locomotive on some track.
3. Pick up a "New Locomotive" item and attempt to place it on top ...
1. Create a modded locomotive "New Locomotive" with the same fast_replaceable_group as the base locomotive. (See attached test mod)
2. Start a new game or open the attached save. Place a Locomotive on some track.
3. Pick up a "New Locomotive" item and attempt to place it on top ...
- Wed Jul 01, 2026 3:40 am
- Forum: Resolved for the next release
- Topic: [2.1.9] Loading Space Age without Recycler enabled, "Disable all mods" button does not fix the problem
- Replies: 1
- Views: 222
[2.1.9] Loading Space Age without Recycler enabled, "Disable all mods" button does not fix the problem
When syncing mods to an 2.0 save file, I forgot to check the Recycler box to keep it enabled. Upon starting the game, I saw the mod dependency error message saying that Space Age and Quality both require Recycler. Out of habit, I clicked "Disable All Mods". The game restarted and gave me the same ...
- Tue Jun 30, 2026 3:15 pm
- Forum: Resolved for the next release
- Topic: [2.1.9] Vehicle inventory bonus reset when teleported to another surface
- Replies: 1
- Views: 217
[2.1.9] Vehicle inventory bonus reset when teleported to another surface
What did you do?
1. Load the attached save in stock Space Age.
2. Observe the Tank has one Toolbelt equipment installed in its equipment grid, so its inventory is 90 slots instead of the usual 80. It is filled with 900 water barrels.
3. Run the displayed Code Snippet by selecting the Tank. It ...
1. Load the attached save in stock Space Age.
2. Observe the Tank has one Toolbelt equipment installed in its equipment grid, so its inventory is 90 slots instead of the usual 80. It is filled with 900 water barrels.
3. Run the displayed Code Snippet by selecting the Tank. It ...
- Mon Jun 29, 2026 9:05 pm
- Forum: Ideas and Suggestions
- Topic: Worker robot cargo size technology should get utilised by construction bots when building entity ghosts
- Replies: 2
- Views: 128
- Mon Jun 29, 2026 1:01 pm
- Forum: Documentation Improvement Requests
- Topic: How are items sorted when recipe::sort_item_ingredients is false
- Replies: 3
- Views: 130
Re: How are items sorted when recipe::sort_item_ingredients is false
So they appear in the order they are listed in the prototype during data stage?
- Mon Jun 29, 2026 4:58 am
- Forum: Duplicates
- Topic: Platform-to-platform transfers blocked by residual zero qty fulfilled autoconstruction requests
- Replies: 1
- Views: 111
Re: Platform-to-platform transfers blocked by residual zero qty fulfilled autoconstruction requests
Seems like this is intended behavior. Satisfied construction requests only get cleared when you toggle the "automatic requests" checkbox or when the platform changes location.
Ref: viewtopic.php?t=134467
Ref: viewtopic.php?t=134467
- Mon Jun 29, 2026 1:37 am
- Forum: Modding discussion
- Topic: power pole cable disconnect issue
- Replies: 2
- Views: 144
Re: power pole cable disconnect issue
The issue is that shift-clicking a pole removed script linked connections in addition to the visible wires? I'm not sure that's intended behavior. It is certainly unintuitive. Might be worth a bug report.
If I were to make a workaround for it, I might make a custom control linked to the "disconnect ...
If I were to make a workaround for it, I might make a custom control linked to the "disconnect ...
- Sun Jun 28, 2026 10:08 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 51
- Views: 6682
Re: [raiguard][2.1.8] Fluid is not shared evenly
I like this idea a lot (making input only machines less greedy). It would put a little more thought back into the design of fluid systems. Pumps become very important when you want to "pressurize" high volume pipes. Plus it's just a prototype property change (I think).
The issue with storage tanks ...
The issue with storage tanks ...
- Sun Jun 28, 2026 10:02 pm
- Forum: Not a bug
- Topic: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts
- Replies: 9
- Views: 300
Re: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts
Then what is the purpose of worker robot stack size research affecting the cargo capacity of construction bots?
Deconstructing inventories and placing tiles.
Oh, it works for placing tiles? Interesting
If you don't mind me asking, is the reason that it doesn't work for entities because of ...
- Sun Jun 28, 2026 2:18 pm
- Forum: Pending
- Topic: Unknown key: "key-sequences.open-factoriopedia"
- Replies: 3
- Views: 137
Re: Unknown key: "key-sequences.open-factoriopedia"
I tried to replicate this and discovered that `game.print{"__CONTROL__open-factoriopedia__"}` does not in fact print the localized control. It does, however convert the echoed command to the desired control.
So I think you're right, there may be a mod that adds a [key-sequences] section with every ...
So I think you're right, there may be a mod that adds a [key-sequences] section with every ...
- Sun Jun 28, 2026 1:41 pm
- Forum: Not a bug
- Topic: [2.1.8] Ghost item requests in Cargo Wagon inventory not saved to undo stack
- Replies: 2
- Views: 172
[2.1.8] Ghost item requests in Cargo Wagon inventory not saved to undo stack
What did you do?
In Vanilla 2.1.8, build a cargo wagon and a locomotive.
Enter map mode and place an item ghost in the cargo wagon inventory, for example a stack of advanced circuits. In the locomotive, place a request for solid fuel.
Exit map mode and mine the wagon and the wagon (deconstructing ...
In Vanilla 2.1.8, build a cargo wagon and a locomotive.
Enter map mode and place an item ghost in the cargo wagon inventory, for example a stack of advanced circuits. In the locomotive, place a request for solid fuel.
Exit map mode and mine the wagon and the wagon (deconstructing ...
- Sun Jun 28, 2026 1:08 pm
- Forum: Bug Reports
- Topic: [2.1.8] Vehicle equipment grid not saved to undo stack
- Replies: 0
- Views: 85
[2.1.8] Vehicle equipment grid not saved to undo stack
What did you do?
Start a new game in Vanilla 2.1.8 and enable cheat mode.
Build a Tank and put fuel in it. Put any equipment in the grid.
With the blueprint tool, make a blueprint of the tank and place a copy of it.
Now right-click the first tank to mine it. Then Press CTRL-Z to undo the ...
Start a new game in Vanilla 2.1.8 and enable cheat mode.
Build a Tank and put fuel in it. Put any equipment in the grid.
With the blueprint tool, make a blueprint of the tank and place a copy of it.
Now right-click the first tank to mine it. Then Press CTRL-Z to undo the ...
- Sat Jun 27, 2026 3:50 am
- Forum: Modding interface requests
- Topic: Separate top_pivot_shift values for pump input and output
- Replies: 0
- Views: 59
Separate top_pivot_shift values for pump input and output
Request:
Add the ability to shift the pump's wagon connection arm top pivot point by different amounts for the pump input and output arms. This would be to match the existing ability to shift the BasePumpWagonConnectionAnimations differently for input and output. For example, change ...
Add the ability to shift the pump's wagon connection arm top pivot point by different amounts for the pump input and output arms. This would be to match the existing ability to shift the BasePumpWagonConnectionAnimations differently for input and output. For example, change ...
- Sat Jun 27, 2026 3:12 am
- Forum: Documentation Improvement Requests
- Topic: [2.1.8] Clarify the meaning of PipeConnectionDefinition::alt_position, alt_direction
- Replies: 0
- Views: 66
[2.1.8] Clarify the meaning of PipeConnectionDefinition::alt_position, alt_direction
https://lua-api.factorio.com/latest/types/PipeConnectionDefinition.html#alt_position
When I first read about alt_position and alt_direction, I was very confused and thought it might be a way to move where the alt-mode arrows are drawn. The only hint that it is used for the diagonal directions of 8 ...
When I first read about alt_position and alt_direction, I was very confused and thought it might be a way to move where the alt-mode arrows are drawn. The only hint that it is used for the diagonal directions of 8 ...
- Sat Jun 27, 2026 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Crash using create_entity to fast_replace RollingStock with same quality (RailConnectionDirection check fails)
- Replies: 5
- Views: 486
Re: [2.1.7] Crash using create_entity to fast_replace RollingStock with same quality (RailConnectionDirection check fail
I also have a case where the call to create_entity with fast_replace=true doesn't error or crash, but it deletes the old locomotive without creating a new one. I don't have a good way to reproduce it yet though. Maybe it has to do with the rail joint spacing that you suggest. I know it has to do ...