I wonder if there is any technical reason for that one, or if its just Stack Inserters being awkward without it.Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.
Search found 474 matches
- Mon Aug 24, 2026 4:09 pm
- Forum: Releases
- Topic: Version 2.1.15
- Replies: 3
- Views: 6360
Re: Version 2.1.15
- Mon Aug 17, 2026 3:24 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
+1 for being able to disable expansion alerts. It's fine if the alerts are on by default.
Run the /alerts command in the console. You can mute and disable the Expansion Base Built alert individually.
in which case, make the /alerts gui not hidden behind a frikkin command that you ...
- Sun Aug 16, 2026 2:36 am
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
Especially on Gleba it feels very demotivating if you clear a lot of nests just for them to be back and immediately spawn really strong enemies.
I'm back on Gleba right now. Haven't had to kill any enemies on Gleba for about 150 hours.
Then I started to kill 4-5 Nests just for fun.
Now I'm ...
- Sun Aug 09, 2026 5:11 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
Expansion alerts feature is great! When I came back after a long hiatus to play Space Age, I honestly forgot for my first ~40 hours that biters expand at all. This feature would have helped me remember/rediscover that much sooner, and understand when and where it is actually happening.
Although ...
- Sat Aug 08, 2026 9:47 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 16016
Re: Version 2.1.13
I found out that the bitter egg recycling seems to not be affected from this update. Was that intentional? Because it should otherwise have a speedup of 5x as well since 5 eggs are producing at a time, instead it seems to be as fast as it was before.
Edit: https://forums.factorio.com/viewtopic.php ...
- Fri Aug 07, 2026 6:34 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
I just realized something, the radars dont just check for the expansion party do they. They probably also check if the expansion chunk on the expansion overlay is flashing.
Would that mean that if the expansion party goes to the chunk and by chance ONLY puts nests on the chunks AROUND that chunk ...
Would that mean that if the expansion party goes to the chunk and by chance ONLY puts nests on the chunks AROUND that chunk ...
- Fri Aug 07, 2026 6:28 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
I'm also not looking forward to having to remove the thousands of legendary quality modules that I have, before they are lost in the 2.1 update when it is released.
Quality modules doesn't lost in 2.1 update. Its no have effect. Only speed is reduced effect.
This works exactly the same as ...
- Fri Aug 07, 2026 4:23 pm
- Forum: Not a bug
- Topic: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
- Replies: 6
- Views: 1064
Re: [2.1.11] Players can exploit min_expansion_distance by leaving 1 nest alive
Just one thing I would like to mention about this and game balance: we have the whole "dont kill bases til artillery" Achievement too, which cannot be cheesed this way.
- Fri Aug 07, 2026 4:22 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
This hasn't really been the case for years; it takes many entities in a chunk to substantially reduce the probability of expansion there.
really? I thought I have seen Michael Hendriks using this method not that long ago. But I hope you are right ;)
Yeah they should have said it as "ONE pipe ...
- Fri Aug 07, 2026 12:14 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
Wait, what happens if you kill the entire nest except ONE spawner? Will that one Spawner prevent expansions from forming nearby if you feed it enough ammunition to keep it from being a danger? aka Biter Zoo?
It WOULD make sense for players to actually do that at least to one of the nearby nests for ...
It WOULD make sense for players to actually do that at least to one of the nearby nests for ...
- Fri Aug 07, 2026 12:09 pm
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 75
- Views: 19239
Re: Friday Facts #445 - The Biters Bite Back
Michael Hendricks must be grinding his teeth having to learn all the new algorithms, after everything he's done after spending hundreds of hours reverse-engineering every micro-tick of biter AI, map chunk candidate scoring, and expansion mechanics down to the exact pixel.
Knowing him, though, he's ...
- Thu Aug 06, 2026 11:37 am
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 16016
Re: Version 2.1.13
Still it would be nice for it to have no sound by default or have a gui about it.
You would be surprised how many people dont notice the alerts if they dont have any noise to them, so if they are disabled by default, then the majority of people who dont even know audible alerts EXIST would never ...
- Wed Aug 05, 2026 6:52 pm
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 16016
Re: Version 2.1.13
However I am not sure how feasible it is to cover your entire pollution cloud with active radars, when you DON'T put efficiency modules into everything.
Five Solar Panels and the Radar will work during daytime just fine, giving you a 60-70% chance to catch an expansion that way then. (gotta love ...
- Wed Aug 05, 2026 4:15 pm
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 16016
Re: Version 2.1.13
Sooooo does this apply to the radar exploration range too? Or JUST within the main range?Added an alert when an expansion base is built in a chunk with active radar coverage.
It is still useful regardless, but it would be neat to get an alert if an exploration radar picks up a (new) nest
- Tue Jul 28, 2026 10:59 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
If you compare achievements you need to also bring up the achievement for tier 3 quality modules, because someone who does not even do those will also never try to do space casinos in vanilla.
- Fri Jul 24, 2026 10:59 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
I do something like that with nutrients and biter eggs. I already have power done by other means and done well enough, so I prefer that to a heat tower. So the pattern is spawners -> ( 0 .. n ) production outputs -> nutrients -> fish. On Gleba, I'm lazy. I just shut the agricultural towers off ...
- Thu Jul 23, 2026 5:23 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
You still have to make sure the throughput of the belt is properly dimensionned to carry all the junk to make sure all machines stay active, but this can be alleviated with robots :) Then you only have to monitor the number of machines and heat towers, and "add more bots" when you add beacons ...
- Thu Jul 23, 2026 3:35 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
I think of it as a entry toll on the highway, where the traffic jam supposedly may occurs only before it, but it keeps the highway flowing. In space you can always "throw overboard" to avoid clogging too. That's why i thought of Gleba :). That is a tip to keep the belt flowing, but it can still ...
- Thu Jul 23, 2026 10:03 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.
Sounds like a good ...
- Thu Jul 23, 2026 6:50 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224894
Re: Version 2.1.7
Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move ...